//max channel is 1024. Only go lower from here, because byond tends to pick the first availiable channel to play sounds on #define CHANNEL_LOBBYMUSIC 1024 #define CHANNEL_ADMIN 1023 #define CHANNEL_VOX 1022 #define CHANNEL_JUKEBOX 1021 #define CHANNEL_HEARTBEAT 1020 //sound channel for heartbeats #define CHANNEL_AMBIENCE_FORCED 1019 #define CHANNEL_AMBIENCE 1018 #define CHANNEL_BUZZ 1017 #define CHANNEL_BICYCLE 1016 #define CHANNEL_PREYLOOP 1015 //VORESTATION ADD - Fancy Sound Loop channel //THIS SHOULD ALWAYS BE THE LOWEST ONE! //KEEP IT UPDATED #define CHANNEL_HIGHEST_AVAILABLE 1014 //VORESTATION EDIT - Fancy Sound Loop channel from 1015 #define SOUND_MINIMUM_PRESSURE 10 #define FALLOFF_SOUNDS 0.5 //Sound environment defines. Reverb preset for sounds played in an area, see sound datum reference for more. #define GENERIC 0 #define PADDED_CELL 1 #define ROOM 2 #define BATHROOM 3 #define LIVINGROOM 4 #define STONEROOM 5 #define AUDITORIUM 6 #define CONCERT_HALL 7 #define CAVE 8 #define ARENA 9 #define HANGAR 10 #define CARPETED_HALLWAY 11 #define HALLWAY 12 #define STONE_CORRIDOR 13 #define ALLEY 14 #define FOREST 15 #define CITY 16 #define MOUNTAINS 17 #define QUARRY 18 #define PLAIN 19 #define PARKING_LOT 20 #define SEWER_PIPE 21 #define UNDERWATER 22 #define DRUGGED 23 #define DIZZY 24 #define PSYCHOTIC 25 #define STANDARD_STATION STONEROOM #define LARGE_ENCLOSED HANGAR #define SMALL_ENCLOSED BATHROOM #define TUNNEL_ENCLOSED CAVE #define LARGE_SOFTFLOOR CARPETED_HALLWAY #define MEDIUM_SOFTFLOOR LIVINGROOM #define SMALL_SOFTFLOOR ROOM #define ASTEROID CAVE #define SPACE UNDERWATER // Ambience presets. // All you need to do to make an area play one of these is set their ambience var to one of these lists. // You can even combine them by adding them together, since they're just lists, however you'd have to do that in initialization. // For weird alien places like the crashed UFO. #define AMBIENCE_OTHERWORLDLY list(\ 'sound/ambience/otherworldly/otherworldly1.ogg',\ 'sound/ambience/otherworldly/otherworldly2.ogg',\ 'sound/ambience/otherworldly/otherworldly3.ogg'\ ) // Restricted, military, or mercenary aligned locations like the armory, the merc ship/base, BSD, etc. #define AMBIENCE_HIGHSEC list(\ 'sound/ambience/highsec/highsec1.ogg',\ 'sound/ambience/highsec/highsec2.ogg'\ ) // Ruined structures found on the surface or in the caves. #define AMBIENCE_RUINS list(\ 'sound/ambience/ruins/ruins1.ogg',\ 'sound/ambience/ruins/ruins2.ogg',\ 'sound/ambience/ruins/ruins3.ogg',\ 'sound/ambience/ruins/ruins4.ogg',\ 'sound/ambience/ruins/ruins5.ogg',\ 'sound/ambience/ruins/ruins6.ogg'\ ) // Similar to the above, but for more technology/signaling based ruins. #define AMBIENCE_TECH_RUINS list(\ 'sound/ambience/tech_ruins/tech_ruins1.ogg',\ 'sound/ambience/tech_ruins/tech_ruins2.ogg',\ 'sound/ambience/tech_ruins/tech_ruins3.ogg'\ ) // The actual chapel room, and maybe some other places of worship. #define AMBIENCE_CHAPEL list(\ 'sound/ambience/chapel/chapel1.ogg',\ 'sound/ambience/chapel/chapel2.ogg',\ 'sound/ambience/chapel/chapel3.ogg',\ 'sound/ambience/chapel/chapel4.ogg'\ ) // For peaceful, serene areas, distinct from the Chapel. #define AMBIENCE_HOLY list(\ 'sound/ambience/holy/holy1.ogg',\ 'sound/ambience/holy/holy2.ogg'\ ) // Generic sounds for less special rooms. #define AMBIENCE_GENERIC list(\ 'sound/ambience/generic/generic1.ogg',\ 'sound/ambience/generic/generic2.ogg',\ 'sound/ambience/generic/generic3.ogg',\ 'sound/ambience/generic/generic4.ogg'\ ) // Sounds of PA announcements, presumably involving shuttles? #define AMBIENCE_ARRIVALS list(\ 'sound/ambience/arrivals/arrivals1.ogg',\ 'sound/ambience/arrivals/arrivals2.ogg'\ ) // Sounds suitable for being inside dark, tight corridors in the underbelly of the station. #define AMBIENCE_MAINTENANCE list(\ 'sound/ambience/maintenance/maintenance1.ogg',\ 'sound/ambience/maintenance/maintenance2.ogg',\ 'sound/ambience/maintenance/maintenance3.ogg',\ 'sound/ambience/maintenance/maintenance4.ogg',\ 'sound/ambience/maintenance/maintenance5.ogg'\ ) // Life support machinery at work, keeping everyone breathing. #define AMBIENCE_ENGINEERING list(\ 'sound/ambience/engineering/engineering1.ogg',\ 'sound/ambience/engineering/engineering2.ogg',\ 'sound/ambience/engineering/engineering3.ogg'\ ) // Creepy AI/borg stuff. #define AMBIENCE_AI list(\ 'sound/ambience/ai/ai1.ogg'\ ) // Peaceful sounds when floating in the void. #define AMBIENCE_SPACE list(\ 'sound/ambience/space/space_serithi.ogg',\ 'sound/ambience/space/space1.ogg'\ ) // Vaguely spooky sounds when around dead things. #define AMBIENCE_GHOSTLY list(\ 'sound/ambience/ghostly/ghostly1.ogg',\ 'sound/ambience/ghostly/ghostly2.ogg'\ ) // Concerning sounds, for when one discovers something horrible happened in a PoI. #define AMBIENCE_FOREBODING list(\ 'sound/ambience/foreboding/foreboding1.ogg',\ 'sound/ambience/foreboding/foreboding2.ogg',\ 'sound/ambience/foreboding/foreboding3.ogg',\ 'sound/ambience/foreboding/foreboding4.ogg',\ 'sound/ambience/foreboding/foreboding5.ogg',\ 'sound/ambience/foreboding/foreboding6.ogg'\ ) // Ambience heard when aboveground on Sif and not in a Point of Interest. #define AMBIENCE_SIF list(\ 'sound/ambience/sif/sif1.ogg'\ ) // If we ever add geothermal PoIs or other places that are really hot, this will do. #define AMBIENCE_LAVA list(\ 'sound/ambience/lava/lava1.ogg'\ ) // Cult-y ambience, for some PoIs, and maybe when the cultists darken the world with the ritual. #define AMBIENCE_UNHOLY list(\ 'sound/ambience/unholy/unholy1.ogg'\ ) // For the memes. #define AMBIENCE_AESTHETIC list(\ 'sound/ambience/vaporwave.ogg'\ )