vocal barks - Fully customizable noises for talking!

This commit is contained in:
deathride58
2022-06-09 03:59:17 -04:00
parent 2cf0fbea9a
commit 2a720ce054
16 changed files with 320 additions and 16 deletions
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//Datums for barks and bark accessories
/datum/bark
var/name = "Default"
var/id = "Default"
var/soundpath //Path for the actual sound file used for the bark
// Pitch vars. The actual range for a bark is [(pitch - (maxvariance*0.5)) to (pitch + (maxvariance*0.5))]
// Make absolutely sure to take variance into account when curating a sound for bark purposes.
var/minpitch = 0.6
var/maxpitch = 1.4
var/minvariance = 0.1
var/maxvariance = 0.4
// Speed vars. Speed determines the number of characters required for each bark, with lower speeds being faster with higher bark density
var/minspeed = 2
var/maxspeed = 8
// Visibility vars. Regardless of what's set below, these can still be obtained via adminbus and genetics. Rule of fun.
var/list/ckeys_allowed
var/ignore = FALSE //Controls whether or not this can be chosen in chargen
// So the basic jist of the sound design here: We make use primarily of shorter instrument samples for barks. We would've went with animalese instead, but doing so would've involved quite a bit of overhead to saycode.
// Short instrument samples tend to sound surprisingly nice for barks, being able to be played in rapid succession without being outright obnoxious.
// It isn't just instruments that work well here, however. Anything that works well as a stab? Short attack, no sustain, a decent amount of release? Also works extremely well for barks.
/datum/bark/mutedc2
name = "Muted String (Low)"
id = "mutedc2"
soundpath = 'sound/instruments/synthesis_samples/guitar/crisis_muted/C2.ogg'
/datum/bark/mutedc3
name = "Muted String (Medium)"
id = "mutedc3"
soundpath = 'sound/instruments/synthesis_samples/guitar/crisis_muted/C3.ogg'
/datum/bark/mutedc4
name = "Muted String (High)"
id = "mutedc4"
soundpath = 'sound/instruments/synthesis_samples/guitar/crisis_muted/C4.ogg'
/datum/bark/banjoc3
name = "Banjo (Medium)"
id = "banjoc3"
soundpath = 'sound/instruments/banjo/Cn3.ogg'
/datum/bark/banjoc4
name = "Banjo (High)"
id = "banjoc4"
soundpath = 'sound/instruments/banjo/Cn4.ogg'
/datum/bark/bikehorn
name = "Bikehorn"
id = "horn"
soundpath = 'sound/instruments/bikehorn/Cn4.ogg'
ignore = TRUE // Genetics only. This is an unusually quiet sound, but genetics should be allowed to have some !!fun!!
/datum/bark/bwoink
name = "Bwoink"
id = "bwoink"
soundpath = 'sound/effects/adminhelp.ogg'
ignore = TRUE // Also genetics only. Emergent heart attack generation
/datum/bark/squeaky
name = "Squeaky"
id = "squeak"
soundpath = 'sound/items/toysqueak1.ogg'
maxspeed = 4
/datum/bark/beep
name = "Beepy"
id = "beep"
soundpath = 'sound/machines/terminal_select.ogg'
maxpitch = 1 //Bringing the pitch higher just hurts your ears :<
maxspeed = 4 //This soundbyte's too short for larger speeds to not sound awkward
/datum/bark/chitter
name = "Chittery"
id = "chitter"
minspeed = 6 //This is a pretty long sound
soundpath = 'sound/items/Ratchet.ogg'
/datum/bark/synthetic_grunt
name = "Synthetic (Grunt)"
id = "synthgrunt"
soundpath = 'sound/misc/bloop.ogg'
/datum/bark/synthetic
name = "Synthetic (Normal)"
id = "synth"
soundpath = 'sound/machines/uplinkerror.ogg'
/datum/bark/bullet
name = "Windy"
id = "bullet"
maxpitch = 1.6 //This works well with higher pitches!
soundpath = 'sound/weapons/bulletflyby.ogg' //This works... Surprisingly well as a bark? It's neat!