//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 = BARK_DEFAULT_MINPITCH var/maxpitch = BARK_DEFAULT_MAXPITCH var/minvariance = BARK_DEFAULT_MINVARY var/maxvariance = BARK_DEFAULT_MAXVARY // Speed vars. Speed determines the number of characters required for each bark, with lower speeds being faster with higher bark density var/minspeed = BARK_DEFAULT_MINSPEED var/maxspeed = BARK_DEFAULT_MAXSPEED // 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 var/allow_random = FALSE //Allows chargen randomization to use this. This is mainly to restrict the pool to sounds that fit well for most characters // 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' allow_random = TRUE /datum/bark/mutedc3 name = "Muted String (Medium)" id = "mutedc3" soundpath = 'sound/instruments/synthesis_samples/guitar/crisis_muted/C3.ogg' allow_random = TRUE /datum/bark/mutedc4 name = "Muted String (High)" id = "mutedc4" soundpath = 'sound/instruments/synthesis_samples/guitar/crisis_muted/C4.ogg' allow_random = TRUE /datum/bark/banjoc3 name = "Banjo (Medium)" id = "banjoc3" soundpath = 'sound/instruments/banjo/Cn3.ogg' allow_random = TRUE /datum/bark/banjoc4 name = "Banjo (High)" id = "banjoc4" soundpath = 'sound/instruments/banjo/Cn4.ogg' allow_random = TRUE /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 = 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)" 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! /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. // The min/max variables simply don't apply to these, as only chargen cares about them. As such, there's no need to define those. /datum/bark/bikehorn name = "Bikehorn" id = "horn" soundpath = 'sound/instruments/bikehorn/Cn4.ogg' ignore = TRUE // This is an unusually quiet sound. /datum/bark/bwoink name = "Bwoink" id = "bwoink" soundpath = 'sound/effects/adminhelp.ogg' ignore = TRUE // Emergent heart attack generation /datum/bark/merp name = "Merp" id = "merp" soundpath = 'modular_citadel/sound/voice/merp.ogg' ignore = TRUE /datum/bark/bark name = "Bark" id = "bark" soundpath = 'modular_citadel/sound/voice/bark1.ogg' ignore = TRUE /datum/bark/nya name = "Nya" id = "nya" soundpath = 'modular_citadel/sound/voice/nya.ogg' ignore = TRUE /datum/bark/moff name = "Moff" id = "moff" soundpath = 'modular_citadel/sound/voice/mothsqueak.ogg' ignore = TRUE /datum/bark/weh name = "Weh" 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