Various Entities make sounds when speaking (#7980)
* Speech Sounds from Goonstation * Added some speech sound prototypes for humans, mice, and vending machines. More to come later? * Custom synthesized sound for a vending machine ad * Gave mice and vending machines Speech Components on their base prototypes to make sounds * Humans now talk using the 'Alto' voice. In the future this can be changed in customization screen * New Prototype 'SpeechSounds' with three soundspecifiers for saying sound, asking sound, exclaiming sound. * SharedSpeechComponent modified from being useless to being responsible for making speech noises. * Initial creation of SpeechNoiseSystem for making Sounds when certain entities speak. * whitespace fix * License fix * Remove leftover using from debugging * Added a cooldown editable in yaml * SharedSpeechComponent has the proper cooldown now. oops
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Content.Shared/Speech/SpeechSoundsPrototype.cs
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Content.Shared/Speech/SpeechSoundsPrototype.cs
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using System.Collections.Generic;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Audio;
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using Content.Shared.Sound;
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namespace Content.Shared.Speech
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{
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[Prototype("speechSounds")]
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public sealed class SpeechSoundsPrototype : IPrototype
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{
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[ViewVariables]
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[IdDataFieldAttribute]
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public string ID { get; } = default!;
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[DataField("saySound")]
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public SoundSpecifier SaySound { get; set; } = new SoundPathSpecifier("/Audio/Voice/Talk/speak_2.ogg");
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[DataField("askSound")]
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public SoundSpecifier AskSound { get; set; } = new SoundPathSpecifier("/Audio/Voice/Talk/speak_2_ask.ogg");
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[DataField("exclaimSound")]
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public SoundSpecifier ExclaimSound { get; set; } = new SoundPathSpecifier("/Audio/Voice/Talk/speak_2_exclaim.ogg");
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}
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}
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