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
This commit is contained in:
Swept
2021-09-09 18:31:54 -07:00
committed by GitHub
parent 2f7af99f97
commit c00e82462b
33 changed files with 46 additions and 19 deletions

View File

@@ -73,7 +73,6 @@ namespace Content.Server.Singularity.Components
private IPlayingAudioStream? _playingSound;
[DataField("singularityFormingSound")] private SoundSpecifier _singularityFormingSound = new SoundPathSpecifier("/Audio/Effects/singularity_form.ogg");
[DataField("singularitySound")] private SoundSpecifier _singularitySound = new SoundPathSpecifier("/Audio/Effects/singularity.ogg");
[DataField("singularityCollapsingSound")] private SoundSpecifier _singularityCollapsingSound = new SoundPathSpecifier("/Audio/Effects/singularity_collapse.ogg");
public override ComponentState GetComponentState(ICommonSession player)
@@ -92,7 +91,6 @@ namespace Content.Server.Singularity.Components
audioParams.MaxDistance = 20f;
audioParams.Volume = 5;
SoundSystem.Play(Filter.Pvs(Owner), _singularityFormingSound.GetSound(), Owner);
Timer.Spawn(5200, () => _playingSound = SoundSystem.Play(Filter.Pvs(Owner), _singularitySound.GetSound(), Owner, audioParams));
_singularitySystem.ChangeSingularityLevel(this, 1);
}