bark followup - audio balance pass, bark intercepts, yelling nerf, falloff fix, etc!

This commit is contained in:
deathride58
2022-06-11 19:39:48 -04:00
parent 3ec6a024c7
commit 17917ed564
7 changed files with 34 additions and 8 deletions
+13 -2
View File
@@ -72,8 +72,8 @@
/datum/bark/chitter
name = "Chittery"
id = "chitter"
minspeed = 6 //This is a pretty long sound
soundpath = 'sound/items/Ratchet.ogg'
minspeed = 4 //Even with the sound being replaced with a unique, shorter sound, this is still a little too long for higher speeds
soundpath = 'sound/voice/barks/chitter.ogg'
/datum/bark/synthetic_grunt
name = "Synthetic (Grunt)"
@@ -91,6 +91,11 @@
maxpitch = 1.6 //This works well with higher pitches!
soundpath = 'sound/weapons/bulletflyby.ogg' //This works... Surprisingly well as a bark? It's neat!
/datum/bark/coggers
name = "Brassy"
id = "coggers"
soundpath = 'sound/machines/clockcult/integration_cog_install.ogg' //Yet another unexpectedly good bark sound
// Genetics-only/admin-only sounds. These either clash hard with the audio design of the above sounds, or have some other form of audio design issue, but aren't *too* awful as a sometimes thing.
// Rule of fun very much applies to this section. Audio design is extremely important for the above section, but down here? No gods, no masters, pure anarchy.
@@ -137,3 +142,9 @@
id = "weh"
soundpath = 'modular_citadel/sound/voice/weh.ogg'
ignore = TRUE
/datum/bark/honk
name = "Annoying Honk"
id = "honk"
soundpath = 'sound/creatures/goose1.ogg'
ignore = TRUE