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# About the pull request Changes to how a client's sound `environment` and `echo` is handled: https://www.byond.com/docs/ref/#/sound/var/environment https://www.byond.com/docs/ref/#/sound/var/echo A client's `soundOutput` now has sole control over environment and echo. The environment is updated when the mob moves into a different area, or if the mob's environment override is set. The echo is used to enable or disable the environmental reverb per-sound. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Issue: an environment applies to all sounds for that client, current and future, until another one is set. It applies to in-world sounds as well as, say, admin pings. Solution: since an echo is applied per-sound, by adjusting the echo's Room & RoomHF fields the environmental effects can be enabled or disabled (more accurately, made so quiet as to be inaudible). This is set to off by default, and is only enabled for positional sounds. Admin pings are safe. Idea from here: tgstation/tgstation#55333 # Testing Photographs and Procedure Boots without issue. Sound environments change at appropriate points. Sound environments effect only positional sounds. # Changelog :cl: code: environmental reverb applies more reliably and only to positional sounds /:cl:
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