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* Gun sound updates Grenade Launcher sound source: https://freesound.org/people/LeMudCrab/sounds/163458/ * Actually, this is a better way to handle this. * Fixed accidental inconsistent indentation * Renames shotgun.ogg to Gunshot_shotgun.ogg Also actually changes the file names like I was supposed to last night. * *peers* Didn't I just fix this shit? * Actually fixes the missing files this time * Update audible_deception.dm * Changed tungsten core projectile sound by request * Actually no this line is stupid and makes me angry Simplifies dumb code that was badly copypasted. Also fixed missing D'eagle fire_sound * Smarter code Less copypasta, more runtimes prevented in case somebody decides to make a soundless gun whether done intentionally or not. * Update gun.dm
120 lines
4.8 KiB
Plaintext
120 lines
4.8 KiB
Plaintext
// Plays a sound at its location every so often.
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/obj/effect/map_effect/interval/sound_emitter
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name = "sound emitter"
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icon_state = "sound_emitter"
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var/list/sounds_to_play = list(null) // List containing sound files or strings of sound groups.
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// A sound or string is picked randomly each run.
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var/sound_volume = 50 // How loud the sound is. 0 is silent, and 100 is loudest. Please be reasonable with the volume.
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// Note that things like vacuum may affect the volume heard by other mobs.
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var/sound_frequency_variance = TRUE // If the sound will sound somewhat different each time.
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// If a specific frequency is desired, sound_frequency must also be set.
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var/sound_extra_range = 0 // Set to make sounds heard from farther away than normal.
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var/sound_fallout = 0 // Within the 'fallout distance', the sound stays at the same volume, otherwise it attenuates.
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// Higher numbers make the sound fade out more slowly with distance.
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var/sound_global = FALSE // If true, sounds will not be distorted due to the current area's 'sound environment'.
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// It DOES NOT make the sound have a constant volume or z-level wide range, despite the misleading name.
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var/sound_frequency = null // Sets a specific custom frequency. sound_frequency_variance must be true as well.
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// If sound_frequency is null, but sound_frequency_variance is true, a semi-random frequency will be chosen to the sound each time.
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var/sound_channel = 0 // BYOND allows a sound to play in 1 through 1024 sound channels.
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// 0 will have BYOND give it the lowest available channel, it is not recommended to change this without a good reason.
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var/sound_pressure_affected = TRUE // If false, people in low pressure or vacuum will hear the sound.
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var/sound_ignore_walls = TRUE // If false, walls will completely muffle the sound.
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var/sound_preference = null // Player preference to check before playing this sound to them, if any.
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/obj/effect/map_effect/interval/sound_emitter/trigger()
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playsound(
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src,
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pick(sounds_to_play),
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sound_volume,
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sound_frequency_variance,
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sound_extra_range,
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sound_fallout,
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sound_global,
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sound_frequency,
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sound_channel,
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sound_pressure_affected,
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sound_ignore_walls,
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sound_preference
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)
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..()
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/obj/effect/map_effect/interval/sound_emitter/thunder
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sounds_to_play = list("thunder")
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interval_lower_bound = 10 SECONDS
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interval_upper_bound = 15 SECONDS
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/obj/effect/map_effect/interval/sound_emitter/geiger
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sounds_to_play = list('sound/items/geiger/low1.ogg', 'sound/items/geiger/low2.ogg', 'sound/items/geiger/low3.ogg', 'sound/items/geiger/low4.ogg')
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interval_lower_bound = 1 SECOND
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interval_upper_bound = 1 SECOND
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/obj/effect/map_effect/interval/sound_emitter/geiger/med
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sounds_to_play = list('sound/items/geiger/med1.ogg', 'sound/items/geiger/med2.ogg', 'sound/items/geiger/med3.ogg', 'sound/items/geiger/med4.ogg')
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/obj/effect/map_effect/interval/sound_emitter/geiger/high
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sounds_to_play = list('sound/items/geiger/high1.ogg', 'sound/items/geiger/high2.ogg', 'sound/items/geiger/high3.ogg', 'sound/items/geiger/high4.ogg')
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/obj/effect/map_effect/interval/sound_emitter/geiger/ext
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sounds_to_play = list('sound/items/geiger/ext1.ogg', 'sound/items/geiger/ext2.ogg', 'sound/items/geiger/ext3.ogg', 'sound/items/geiger/ext4.ogg')
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/obj/effect/map_effect/interval/sound_emitter/punching
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sounds_to_play = list("punch")
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interval_lower_bound = 5
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interval_upper_bound = 1 SECOND
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/obj/effect/map_effect/interval/sound_emitter/explosions
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sounds_to_play = list("explosion")
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interval_lower_bound = 5 SECONDS
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interval_upper_bound = 10 SECONDS
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/obj/effect/map_effect/interval/sound_emitter/explosions/distant
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sounds_to_play = list('sound/effects/explosionfar.ogg')
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/obj/effect/map_effect/interval/sound_emitter/ballistic_gunfight
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sounds_to_play = list(
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'sound/weapons/Gunshot1.ogg',
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'sound/weapons/Gunshot_deagle.ogg',
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'sound/weapons/Gunshot_generic_rifle.ogg',
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'sound/weapons/Gunshot_sniper.ogg',
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'sound/weapons/Gunshot_shotgun.ogg',
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'sound/weapons/Gunshot3.ogg',
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'sound/weapons/Gunshot_machinegun.ogg'
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)
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interval_lower_bound = 5
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interval_upper_bound = 2 SECONDS
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/obj/effect/map_effect/interval/sound_emitter/energy_gunfight
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sounds_to_play = list(
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'sound/weapons/Taser.ogg',
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'sound/weapons/laser.ogg',
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'sound/weapons/eLuger.ogg',
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'sound/weapons/laser3.ogg',
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'sound/weapons/pulse.ogg',
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'sound/weapons/gauss_shoot.ogg',
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'sound/weapons/emitter.ogg'
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)
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interval_lower_bound = 5
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interval_upper_bound = 2 SECONDS
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// I'm not sorry.
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/obj/effect/map_effect/interval/sound_emitter/clownsteps
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sounds_to_play = list("clownstep")
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interval_lower_bound = 5
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interval_upper_bound = 1 SECOND
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/obj/effect/map_effect/interval/sound_emitter/bikehorns
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sounds_to_play = list('sound/items/bikehorn.ogg')
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interval_lower_bound = 5
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interval_upper_bound = 1 SECOND
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