//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 #define MAX_INSTRUMENT_CHANNELS (128 * 6) //default byond sound environments #define SOUND_ENVIRONMENT_NONE -1 #define SOUND_ENVIRONMENT_GENERIC 0 #define SOUND_ENVIRONMENT_PADDED_CELL 1 #define SOUND_ENVIRONMENT_ROOM 2 #define SOUND_ENVIRONMENT_BATHROOM 3 #define SOUND_ENVIRONMENT_LIVINGROOM 4 #define SOUND_ENVIRONMENT_STONEROOM 5 #define SOUND_ENVIRONMENT_AUDITORIUM 6 #define SOUND_ENVIRONMENT_CONCERT_HALL 7 #define SOUND_ENVIRONMENT_CAVE 8 #define SOUND_ENVIRONMENT_ARENA 9 #define SOUND_ENVIRONMENT_HANGAR 10 #define SOUND_ENVIRONMENT_CARPETED_HALLWAY 11 #define SOUND_ENVIRONMENT_HALLWAY 12 #define SOUND_ENVIRONMENT_STONE_CORRIDOR 13 #define SOUND_ENVIRONMENT_ALLEY 14 #define SOUND_ENVIRONMENT_FOREST 15 #define SOUND_ENVIRONMENT_CITY 16 #define SOUND_ENVIRONMENT_MOUNTAINS 17 #define SOUND_ENVIRONMENT_QUARRY 18 #define SOUND_ENVIRONMENT_PLAIN 19 #define SOUND_ENVIRONMENT_PARKING_LOT 20 #define SOUND_ENVIRONMENT_SEWER_PIPE 21 #define SOUND_ENVIRONMENT_UNDERWATER 22 #define SOUND_ENVIRONMENT_DRUGGED 23 #define SOUND_ENVIRONMENT_DIZZY 24 #define SOUND_ENVIRONMENT_PSYCHOTIC 25 //If we ever make custom ones add them here #define STANDARD_STATION SOUND_ENVIRONMENT_STONEROOM #define LARGE_ENCLOSED SOUND_ENVIRONMENT_HANGAR #define SMALL_ENCLOSED SOUND_ENVIRONMENT_BATHROOM #define TUNNEL_ENCLOSED SOUND_ENVIRONMENT_CAVE #define LARGE_SOFTFLOOR SOUND_ENVIRONMENT_CARPETED_HALLWAY #define MEDIUM_SOFTFLOOR SOUND_ENVIRONMENT_LIVINGROOM #define SMALL_SOFTFLOOR SOUND_ENVIRONMENT_ROOM #define ASTEROID SOUND_ENVIRONMENT_CAVE #define SPACE SOUND_ENVIRONMENT_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',\ 'sound/ambience/highsec/highsec3.ogg',\ 'sound/ambience/highsec/highsec4.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. Also apparently on southern cross it's for literally everything including the mining caves. #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',\ 'sound/ambience/arrivals/arrivals3.ogg',\ 'sound/ambience/arrivals/arrivals4.ogg',\ 'sound/ambience/arrivals/arrivals5.ogg',\ 'sound/ambience/arrivals/arrivals6.ogg',\ 'sound/ambience/arrivals/arrivals7.ogg'\ ) // Sounds suitable for being inside dark, tight corridors in the underbelly of the station. //CHOMP Edit keeps original maints sounds and adds sounds from the generic pool which I added and are metal scraping sounds. I should really move these to maintenance folder some day... #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',\ 'sound/ambience/maintenance/maintenance6.ogg',\ 'sound/ambience/maintenance/maintenance7.ogg',\ 'sound/ambience/maintenance/maintenance8.ogg',\ 'sound/ambience/maintenance/maintenance9.ogg',\ 'sound/ambience/maintenance/maintenance10.ogg',\ 'sound/ambience/maintenance/maintenance11.ogg',\ 'sound/ambience/maintenance/maintenance12.ogg',\ 'sound/ambience/generic/generic5.ogg',\ 'sound/ambience/generic/generic6.ogg',\ 'sound/ambience/generic/generic7.ogg',\ 'sound/ambience/generic/generic8.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',\ 'sound/ambience/ai/ai2.ogg',\ 'sound/ambience/ai/ai3.ogg'\ ) // Peaceful sounds when floating in the void. //CHOMPedit, added title2, my nostalgia okay? #define AMBIENCE_SPACE list(\ 'sound/ambience/space/space_serithi.ogg',\ 'sound/ambience/space/space1.ogg',\ 'sound/music/title2.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. //CHOMP Edit: Removed foreboding 3-6 as upstream updates just replaced them with maints sounds. #define AMBIENCE_FOREBODING list(\ 'sound/ambience/foreboding/foreboding1.ogg',\ 'sound/ambience/foreboding/foreboding2.ogg'\ ) // Ambience heard when aboveground on Sif and not in a Point of Interest. // CHOMPEdit: Changed to Snowbirds Loops 1-4 #define AMBIENCE_SIF list(\ 'sound/ambience/snow_and_ice/Snowbirds_loop1.ogg',\ 'sound/ambience/snow_and_ice/Snowbirds_loop2.ogg',\ 'sound/ambience/snow_and_ice/Snowbirds_loop3.ogg',\ 'sound/ambience/snow_and_ice/Snowbirds_loop4.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'\ ) //CHOMPedit: Exploration outpost ambience. Current tracks taken from Rainworld and Natural Selection 2. #define AMBIENCE_EXPOUTPOST list(\ 'sound/ambience/expoutpost/expoutpost1.ogg',\ 'sound/ambience/expoutpost/expoutpost2.ogg',\ 'sound/ambience/expoutpost/expoutpost3.ogg',\ 'sound/ambience/expoutpost/expoutpost4.ogg'\ ) //CHOMP Edit Sounds for Substation rooms. Just electrical sounds, really. #define AMBIENCE_SUBSTATION list(\ 'sound/ambience/substation/substation1.ogg',\ 'sound/ambience/substation/substation2.ogg',\ 'sound/ambience/substation/substation3.ogg',\ 'sound/ambience/substation/substation4.ogg',\ 'sound/ambience/substation/substation5.ogg',\ 'sound/ambience/substation/substation6.ogg',\ 'sound/ambience/substation/substation7.ogg',\ 'sound/ambience/substation/substation8.ogg'\ ) #define AMBIENCE_HANGAR list(\ 'sound/ambience/hangar/hangar1.ogg',\ 'sound/ambience/hangar/hangar2.ogg',\ 'sound/ambience/hangar/hangar3.ogg',\ 'sound/ambience/hangar/hangar4.ogg',\ 'sound/ambience/hangar/hangar5.ogg',\ 'sound/ambience/hangar/hangar6.ogg'\ ) #define AMBIENCE_ATMOS list(\ 'sound/ambience/engineering/engineering1.ogg',\ 'sound/ambience/engineering/engineering2.ogg',\ 'sound/ambience/engineering/engineering3.ogg',\ 'sound/ambience/atmospherics/atmospherics1.ogg'\ ) // CHOMPEdit: New Planet Ambience #define AMBIENCE_THOR list(\ 'modular_chomp/sound/ambience/thor/birds_stinger1.ogg',\ 'modular_chomp/sound/ambience/thor/birds_stinger2.ogg',\ 'modular_chomp/sound/ambience/thor/birds_stinger3.ogg'\ )