Talk Sound Refactor (#17691)

* voices use a unified list

* Move that back

* unneeded file

* use subsystem

* old order

* matching

* matching again

* whitespace

* another whitespace line

* global that's never used

* more cleanup

* little better naming

* lets just use the vars

* oops needed that

* incorrect comment

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
This commit is contained in:
Will
2025-05-15 03:30:52 -04:00
committed by GitHub
parent 3ee9ccd629
commit 71cc89be87
7 changed files with 30 additions and 107 deletions
@@ -76,7 +76,7 @@
character.resize(pref.size_multiplier, animate = FALSE, ignore_prefs = TRUE)
if(!pref.voice_sound)
character.voice_sounds_list = GLOB.talk_sound
character.voice_sounds_list = DEFAULT_TALK_SOUNDS
else
character.voice_sounds_list = get_talk_sound(pref.voice_sound)
character.custom_speech_bubble = pref.custom_speech_bubble
@@ -181,23 +181,7 @@
pref.voice_freq = choice
return TOPIC_REFRESH
else if(href_list["voice_sounds_list"])
var/list/possible_voice_types = list(
"beep-boop",
"goon speak 1",
"goon speak 2",
"goon speak 3",
"goon speak 4",
"goon speak blub",
"goon speak bottalk",
"goon speak buwoo",
"goon speak cow",
"goon speak lizard",
"goon speak pug",
"goon speak pugg",
"goon speak roach",
"goon speak skelly",
"xeno speak")
var/choice = tgui_input_list(user, "Which set of sounds would you like to use for your character's speech sounds?", "Voice Sounds", possible_voice_types)
var/choice = tgui_input_list(user, "Which set of sounds would you like to use for your character's speech sounds?", "Voice Sounds", SSsounds.talk_sound_map)
if(!pref.voice_sound)
pref.voice_sound = "goon speak 1"
else if(!choice)
@@ -221,38 +205,7 @@
return TOPIC_REFRESH
else if(href_list["voice_test"])
var/sound/S
switch(pref.voice_sound)
if("beep-boop")
S = sound(pick(GLOB.talk_sound))
if("goon speak 1")
S = sound(pick(GLOB.goon_speak_one_sound))
if("goon speak 2")
S = sound(pick(GLOB.goon_speak_two_sound))
if("goon speak 3")
S = sound(pick(GLOB.goon_speak_three_sound))
if("goon speak 4")
S = sound(pick(GLOB.goon_speak_four_sound))
if("goon speak blub")
S = sound(pick(GLOB.goon_speak_blub_sound))
if("goon speak bottalk")
S = sound(pick(GLOB.goon_speak_bottalk_sound))
if("goon speak buwoo")
S = sound(pick(GLOB.goon_speak_buwoo_sound))
if("goon speak cow")
S = sound(pick(GLOB.goon_speak_cow_sound))
if("goon speak lizard")
S = sound(pick(GLOB.goon_speak_lizard_sound))
if("goon speak pug")
S = sound(pick(GLOB.goon_speak_pug_sound))
if("goon speak pugg")
S = sound(pick(GLOB.goon_speak_pugg_sound))
if("goon speak roach")
S = sound(pick(GLOB.goon_speak_roach_sound))
if("goon speak skelly")
S = sound(pick(GLOB.goon_speak_skelly_sound))
if("xeno speak")
S = sound(pick(GLOB.xeno_speak_sound))
var/sound/S = sound(pick(SSsounds.talk_sound_map[pref.voice_sound])) // talk_sound_map returns a list of sounds
if(S)
S.frequency = pick(pref.voice_freq)
S.volume = 50