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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@@ -17,6 +17,8 @@
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state: bat
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sprite: Mobs/Animals/bat.rsi
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- type: Physics
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- type: Speech
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speechSoundsId: Squeak
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- type: Fixtures
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fixtures:
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- shape:
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@@ -663,6 +665,9 @@
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makeSentient: true
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name: mouse
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description: A hungry and mischievous mouse.
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- type: Speech
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playSpeechSound: true
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speechSoundsId: Squeak
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- type: Sprite
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drawdepth: FloorObjects
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layers:
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@@ -309,6 +309,7 @@
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# - type: Recyclable Turns out turning off recycler safeties without considering the instagib is a bad idea
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# safe: false
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- type: Speech
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playSpeechSound: true
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- type: Vocal
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- type: Emoting
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- type: Grammar
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@@ -414,7 +415,7 @@
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- map: [ "pocket2" ]
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- map: ["hand-left"]
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- map: ["hand-right"]
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- type: Markings
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- type: Markings
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- type: Physics
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bodyType: Dynamic
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- type: Fixtures
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@@ -52,6 +52,9 @@
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BoardName: "Vending Machine"
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LayoutId: Vending
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- type: Anchorable
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- type: Speech
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playSpeechSound: true
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speechSoundsId: Vending
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- type: DoAfter
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- type: Electrified
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enabled: false
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@@ -156,7 +159,7 @@
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energy: 1.3
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color: "#ffb0b0"
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- type: AccessReader
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access: [["HeadOfPersonnel"]]
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access: [["HeadOfPersonnel"]]
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- type: entity
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parent: VendingMachine
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