vocal barks - Fully customizable noises for talking!
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//Datums for barks and bark accessories
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/datum/bark
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var/name = "Default"
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var/id = "Default"
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var/soundpath //Path for the actual sound file used for the bark
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// Pitch vars. The actual range for a bark is [(pitch - (maxvariance*0.5)) to (pitch + (maxvariance*0.5))]
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// Make absolutely sure to take variance into account when curating a sound for bark purposes.
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var/minpitch = 0.6
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var/maxpitch = 1.4
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var/minvariance = 0.1
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var/maxvariance = 0.4
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// Speed vars. Speed determines the number of characters required for each bark, with lower speeds being faster with higher bark density
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var/minspeed = 2
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var/maxspeed = 8
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// Visibility vars. Regardless of what's set below, these can still be obtained via adminbus and genetics. Rule of fun.
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var/list/ckeys_allowed
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var/ignore = FALSE //Controls whether or not this can be chosen in chargen
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// 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.
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// Short instrument samples tend to sound surprisingly nice for barks, being able to be played in rapid succession without being outright obnoxious.
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// 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.
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/datum/bark/mutedc2
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name = "Muted String (Low)"
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id = "mutedc2"
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soundpath = 'sound/instruments/synthesis_samples/guitar/crisis_muted/C2.ogg'
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/datum/bark/mutedc3
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name = "Muted String (Medium)"
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id = "mutedc3"
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soundpath = 'sound/instruments/synthesis_samples/guitar/crisis_muted/C3.ogg'
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/datum/bark/mutedc4
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name = "Muted String (High)"
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id = "mutedc4"
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soundpath = 'sound/instruments/synthesis_samples/guitar/crisis_muted/C4.ogg'
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/datum/bark/banjoc3
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name = "Banjo (Medium)"
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id = "banjoc3"
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soundpath = 'sound/instruments/banjo/Cn3.ogg'
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/datum/bark/banjoc4
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name = "Banjo (High)"
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id = "banjoc4"
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soundpath = 'sound/instruments/banjo/Cn4.ogg'
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/datum/bark/bikehorn
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name = "Bikehorn"
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id = "horn"
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soundpath = 'sound/instruments/bikehorn/Cn4.ogg'
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ignore = TRUE // Genetics only. This is an unusually quiet sound, but genetics should be allowed to have some !!fun!!
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/datum/bark/bwoink
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name = "Bwoink"
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id = "bwoink"
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soundpath = 'sound/effects/adminhelp.ogg'
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ignore = TRUE // Also genetics only. Emergent heart attack generation
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/datum/bark/squeaky
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name = "Squeaky"
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id = "squeak"
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soundpath = 'sound/items/toysqueak1.ogg'
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maxspeed = 4
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/datum/bark/beep
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name = "Beepy"
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id = "beep"
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soundpath = 'sound/machines/terminal_select.ogg'
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maxpitch = 1 //Bringing the pitch higher just hurts your ears :<
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maxspeed = 4 //This soundbyte's too short for larger speeds to not sound awkward
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/datum/bark/chitter
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name = "Chittery"
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id = "chitter"
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minspeed = 6 //This is a pretty long sound
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soundpath = 'sound/items/Ratchet.ogg'
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/datum/bark/synthetic_grunt
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name = "Synthetic (Grunt)"
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id = "synthgrunt"
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soundpath = 'sound/misc/bloop.ogg'
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/datum/bark/synthetic
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name = "Synthetic (Normal)"
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id = "synth"
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soundpath = 'sound/machines/uplinkerror.ogg'
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/datum/bark/bullet
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name = "Windy"
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id = "bullet"
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maxpitch = 1.6 //This works well with higher pitches!
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soundpath = 'sound/weapons/bulletflyby.ogg' //This works... Surprisingly well as a bark? It's neat!
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