diff --git a/code/controllers/subsystem/ticker.dm b/code/controllers/subsystem/ticker.dm index c7c50f4d04..e07d2db001 100755 --- a/code/controllers/subsystem/ticker.dm +++ b/code/controllers/subsystem/ticker.dm @@ -300,7 +300,7 @@ SUBSYSTEM_DEF(ticker) if("nuclear emergency") //Nuke wasn't on station when it blew up flick("intro_nuke",cinematic) sleep(35) - SEND_SOUND(world, sound('sound/effects/explosionfar.ogg')) + SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg')) station_explosion_detonation(bomb) flick("station_intact_fade_red",cinematic) cinematic.icon_state = "summary_nukefail" @@ -329,13 +329,13 @@ SUBSYSTEM_DEF(ticker) else flick("intro_nuke",cinematic) sleep(35) - SEND_SOUND(world, sound('sound/effects/explosionfar.ogg')) + SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg')) station_explosion_detonation(bomb) if(NUKE_MISS_STATION || NUKE_SYNDICATE_BASE) //nuke was nowhere nearby //TODO: a really distant explosion animation sleep(50) - SEND_SOUND(world, sound('sound/effects/explosionfar.ogg')) + SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg')) station_explosion_detonation(bomb) actually_blew_up = station_missed == NUKE_SYNDICATE_BASE //don't kill everyone on station if it detonated off station else //station was destroyed @@ -346,28 +346,28 @@ SUBSYSTEM_DEF(ticker) flick("intro_nuke",cinematic) sleep(35) flick("station_explode_fade_red",cinematic) - SEND_SOUND(world, sound('sound/effects/explosionfar.ogg')) + SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg')) station_explosion_detonation(bomb) cinematic.icon_state = "summary_nukewin" if("AI malfunction") //Malf (screen,explosion,summary) flick("intro_malf",cinematic) sleep(76) flick("station_explode_fade_red",cinematic) - SEND_SOUND(world, sound('sound/effects/explosionfar.ogg')) + SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg')) station_explosion_detonation(bomb) //TODO: If we ever decide to actually detonate the vault bomb cinematic.icon_state = "summary_malf" if("blob") //Station nuked (nuke,explosion,summary) flick("intro_nuke",cinematic) sleep(35) flick("station_explode_fade_red",cinematic) - SEND_SOUND(world, sound('sound/effects/explosionfar.ogg')) + SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg')) station_explosion_detonation(bomb) //TODO: no idea what this case could be cinematic.icon_state = "summary_selfdes" if("cult") //Station nuked (nuke,explosion,summary) flick("intro_nuke",cinematic) sleep(35) flick("station_explode_fade_red",cinematic) - SEND_SOUND(world, sound('sound/effects/explosionfar.ogg')) + SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg')) station_explosion_detonation(bomb) //TODO: no idea what this case could be cinematic.icon_state = "summary_cult" if("no_core") //Nuke failed to detonate as it had no core @@ -381,7 +381,7 @@ SUBSYSTEM_DEF(ticker) flick("intro_nuke",cinematic) sleep(35) flick("station_explode_fade_red", cinematic) - SEND_SOUND(world, sound('sound/effects/explosionfar.ogg')) + SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg')) station_explosion_detonation(bomb) cinematic.icon_state = "summary_selfdes" //If its actually the end of the round, wait for it to end. diff --git a/sound/effects/explosion_distant.ogg b/sound/effects/explosion_distant.ogg new file mode 100644 index 0000000000..d9976c51fe Binary files /dev/null and b/sound/effects/explosion_distant.ogg differ