Tweaks ambient sound values and improves some existing sounds (#4576)
* Updates singularity to use AmbientSound * Removed hum from light tubes and tweaked vending/bulb ambience * Adds more explosion sound effects * Moves closet open/close.ogg and adds wooden closet sound effect * Updates flashlight on/off sound * Adds HL Scientist scream collection * Tweaks APC Ambience * Minor oversight on det locker * Addressed reviews
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@@ -73,7 +73,6 @@ namespace Content.Server.Singularity.Components
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private IPlayingAudioStream? _playingSound;
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[DataField("singularityFormingSound")] private SoundSpecifier _singularityFormingSound = new SoundPathSpecifier("/Audio/Effects/singularity_form.ogg");
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[DataField("singularitySound")] private SoundSpecifier _singularitySound = new SoundPathSpecifier("/Audio/Effects/singularity.ogg");
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[DataField("singularityCollapsingSound")] private SoundSpecifier _singularityCollapsingSound = new SoundPathSpecifier("/Audio/Effects/singularity_collapse.ogg");
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public override ComponentState GetComponentState(ICommonSession player)
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@@ -92,7 +91,6 @@ namespace Content.Server.Singularity.Components
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audioParams.MaxDistance = 20f;
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audioParams.Volume = 5;
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SoundSystem.Play(Filter.Pvs(Owner), _singularityFormingSound.GetSound(), Owner);
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Timer.Spawn(5200, () => _playingSound = SoundSystem.Play(Filter.Pvs(Owner), _singularitySound.GetSound(), Owner, audioParams));
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_singularitySystem.ChangeSingularityLevel(this, 1);
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}
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