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sound.dm
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//max channel is 1024. Only go lower from here, because byond tends to pick the first availiable channel to play sounds on
#define CHANNEL_LOBBYMUSIC 1024
#define CHANNEL_ADMIN 1023
#define CHANNEL_VOX 1022
#define CHANNEL_JUKEBOX 1021
#define CHANNEL_JUSTICIAR_ARK 1020
#define CHANNEL_HEARTBEAT 1019 //sound channel for heartbeats
#define CHANNEL_AMBIENT_EFFECTS 1018
#define CHANNEL_AMBIENT_MUSIC 1017
#define CHANNEL_BUZZ 1017
#define CHANNEL_BICYCLE 1016
#define CHANNEL_VOICE_ANNOUNCE 1015
#define CHANNEL_MEGAFAUNA 1014 // battle music
#define CHANNEL_CHARGED_SPELL 1013
#define CHANNEL_REACTOR_ALERT 1012
//THIS SHOULD ALWAYS BE THE LOWEST ONE!
//KEEP IT UPDATED
#define CHANNEL_HIGHEST_AVAILABLE 1011
///Default range of a sound.
#define SOUND_RANGE 17
///default extra range for sounds considered to be quieter
#define SHORT_RANGE_SOUND_EXTRARANGE -9
///The range deducted from sound range for things that are considered silent / sneaky
#define SILENCED_SOUND_EXTRARANGE -11
///Percentage of sound's range where no falloff is applied
#define SOUND_DEFAULT_FALLOFF_DISTANCE 1 //For a normal sound this would be 1 tile of no falloff
///The default exponent of sound falloff
#define SOUND_FALLOFF_EXPONENT 6
#define MAX_INSTRUMENT_CHANNELS (128 * 6)
#define SOUND_MINIMUM_PRESSURE 10
#define FALLOFF_SOUNDS 1
#define INTERACTION_SOUND_RANGE_MODIFIER -3
#define EQUIP_SOUND_VOLUME 30
#define PICKUP_SOUND_VOLUME 40
#define DROP_SOUND_VOLUME 50
#define YEET_SOUND_VOLUME 90
#define AMBIENCE_GENERIC "generic"
#define AMBIENCE_HOLY "holy"
#define AMBIENCE_DANGER "danger"
#define AMBIENCE_RUINS "ruins"
#define AMBIENCE_ENGI "engi"
#define AMBIENCE_ICEMOON "icemoon"
#define AMBIENCE_MINING "mining"
#define AMBIENCE_JUNGLE "jungle"
#define AMBIENCE_MEDICAL "med"
#define AMBIENCE_SPOOKY "spooky"
#define AMBIENCE_SPACE "space"
#define AMBIENCE_MAINT "maint"
#define AMBIENCE_AWAY "away"
#define AMBIENCE_REEBE "reebe"
#define AMBIENCE_AI "ai"
#define AMBIENCE_CREEPY "creepy" //not to be confused with spooky
//default byond sound environments
#define SOUND_ENVIRONMENT_NONE -1
#define SOUND_ENVIRONMENT_GENERIC 0
#define SOUND_ENVIRONMENT_PADDED_CELL 1
#define SOUND_ENVIRONMENT_ROOM 2
#define SOUND_ENVIRONMENT_BATHROOM 3
#define SOUND_ENVIRONMENT_LIVINGROOM 4
#define SOUND_ENVIRONMENT_STONEROOM 5
#define SOUND_ENVIRONMENT_AUDITORIUM 6
#define SOUND_ENVIRONMENT_CONCERT_HALL 7
#define SOUND_ENVIRONMENT_CAVE 8
#define SOUND_ENVIRONMENT_ARENA 9
#define SOUND_ENVIRONMENT_HANGAR 10
#define SOUND_ENVIRONMENT_CARPETED_HALLWAY 11
#define SOUND_ENVIRONMENT_HALLWAY 12
#define SOUND_ENVIRONMENT_STONE_CORRIDOR 13
#define SOUND_ENVIRONMENT_ALLEY 14
#define SOUND_ENVIRONMENT_FOREST 15
#define SOUND_ENVIRONMENT_CITY 16
#define SOUND_ENVIRONMENT_MOUNTAINS 17
#define SOUND_ENVIRONMENT_QUARRY 18
#define SOUND_ENVIRONMENT_PLAIN 19
#define SOUND_ENVIRONMENT_PARKING_LOT 20
#define SOUND_ENVIRONMENT_SEWER_PIPE 21
#define SOUND_ENVIRONMENT_UNDERWATER 22
#define SOUND_ENVIRONMENT_DRUGGED 23
#define SOUND_ENVIRONMENT_DIZZY 24
#define SOUND_ENVIRONMENT_PSYCHOTIC 25
//If we ever make custom ones add them here
//"sound areas": easy way of keeping different types of areas consistent.
#define SOUND_AREA_STANDARD_STATION SOUND_ENVIRONMENT_PARKING_LOT
#define SOUND_AREA_LARGE_ENCLOSED SOUND_ENVIRONMENT_QUARRY
#define SOUND_AREA_SMALL_ENCLOSED SOUND_ENVIRONMENT_BATHROOM
#define SOUND_AREA_TUNNEL_ENCLOSED SOUND_ENVIRONMENT_STONEROOM
#define SOUND_AREA_LARGE_SOFTFLOOR SOUND_ENVIRONMENT_CARPETED_HALLWAY
#define SOUND_AREA_MEDIUM_SOFTFLOOR SOUND_ENVIRONMENT_LIVINGROOM
#define SOUND_AREA_SMALL_SOFTFLOOR SOUND_ENVIRONMENT_ROOM
#define SOUND_AREA_ASTEROID SOUND_ENVIRONMENT_CAVE
#define SOUND_AREA_SPACE SOUND_ENVIRONMENT_UNDERWATER
#define SOUND_AREA_LAVALAND SOUND_ENVIRONMENT_MOUNTAINS
#define SOUND_AREA_WOODFLOOR SOUND_ENVIRONMENT_CITY
///Announcer audio keys
#define ANNOUNCER_AIMALF "announcer_aimalf"
#define ANNOUNCER_ALIENS "announcer_aliens"
#define ANNOUNCER_ANIMES "announcer_animes"
#define ANNOUNCER_GRANOMALIES "announcer_granomalies"
#define ANNOUNCER_INTERCEPT "announcer_intercept"
#define ANNOUNCER_IONSTORM "announcer_ionstorm"
#define ANNOUNCER_METEORS "announcer_meteors"
#define ANNOUNCER_OUTBREAK5 "announcer_outbreak5"
#define ANNOUNCER_OUTBREAK7 "announcer_outbreak7"
#define ANNOUNCER_POWEROFF "announcer_poweroff"
#define ANNOUNCER_POWERON "announcer_poweron"
#define ANNOUNCER_RADIATION "announcer_radiation"
#define ANNOUNCER_SHUTTLECALLED "announcer_shuttlecalled"
#define ANNOUNCER_SHUTTLEDOCK "announcer_shuttledock"
#define ANNOUNCER_SHUTTLERECALLED "announcer_shuttlerecalled"
#define ANNOUNCER_SPANOMALIES "announcer_spanomalies"
/// Global list of all of our announcer keys.
GLOBAL_LIST_INIT(announcer_keys, list(
ANNOUNCER_AIMALF,
ANNOUNCER_ALIENS,
ANNOUNCER_ANIMES,
ANNOUNCER_GRANOMALIES,
ANNOUNCER_INTERCEPT,
ANNOUNCER_IONSTORM,
ANNOUNCER_METEORS,
ANNOUNCER_OUTBREAK5,
ANNOUNCER_OUTBREAK7,
ANNOUNCER_POWEROFF,
ANNOUNCER_POWERON,
ANNOUNCER_RADIATION,
ANNOUNCER_SHUTTLECALLED,
ANNOUNCER_SHUTTLEDOCK,
ANNOUNCER_SHUTTLERECALLED,
ANNOUNCER_SPANOMALIES,
))
/// List of all of our sound keys.
#define SFX_SHATTER "shatter"
#define SFX_EXPLOSION "explosion"
#define SFX_EXPLOSION_CREAKING "explosion_creaking"
#define SFX_HULL_CREAKING "hull_creaking"
#define SFX_SPARKS "sparks"
#define SFX_SOFTSPARKS "softsparks"
#define SFX_RUSTLE "rustle"
#define SFX_BODYFALL "bodyfall"
#define SFX_PUNCH "punch"
#define SFX_CLOWNSTEP "clownstep"
#define SFX_COLLARBELL "collarbell"
#define SFX_SUITSTEP "suitstep"
#define SFX_SWING_HIT "swing_hit"
#define SFX_HISS "hiss"
#define SFX_PAGE_TURN "pageturn"
#define SFX_RICOCHET "ricochet"
#define SFX_TERMINAL_TYPE "terminal_type"
#define SFX_DESCERATION "desceration"
#define SFX_IM_HERE "im_here"
#define SFX_CAN_OPEN "can_open"
#define SFX_BULLET_MISS "bullet_miss"
#define SFX_GUN_INSERT_EMPTY_MAGAZINE "gun_insert_empty_magazine"
#define SFX_GUN_INSERT_FULL_MAGAZINE "gun_insert_full_magazine"
#define SFX_GUN_REMOVE_EMPTY_MAGAZINE "gun_remove_empty_magazine"
#define SFX_GUN_SLIDE_LOCK "gun_slide_lock"
#define SFX_REVOLVER_SPIN "revolver_spin"
#define SFX_LAW "law"
#define SFX_LAW_RUSSIAN "law_russian"
#define SFX_HONKBOT_E "honkbot_e"
#define SFX_GOOSE "goose"
#define SFX_CRAWLING_SHADOWS_WALK "crawling_shadows_walk"
#define SFX_SMCALM "smcalm"
#define SFX_SMDELAM "smdelam"
#define SFX_KEYSTROKE "keystroke"
#define SFX_KEYBOARD "keyboard"
#define SFX_BUTTON "button"
#define SFX_SWITCH "switch"