anchor.diff:  			var/turf/T = get_turf(M)
   
   			if(T && T.z == turf_source.z)
  -				//check that the air can transmit sound
  -				var/datum/gas_mixture/environment = T.return_air()
  -				if (!environment || environment.return_pressure() < SOUND_MINIMUM_PRESSURE)
  -					if (distance > 1)
  -						continue
  -
  -					var/new_frequency = 32000 + (frequency - 32000)*0.125	//lower the frequency. very rudimentary
  -					var/new_volume = vol*0.15								//muffle the sound, like we're hearing through contact
  -					M.playsound_local(turf_source, soundin, new_volume, vary, new_frequency, falloff, is_global)
  -				else
  -					M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global)
  +				M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, is_global)
   
   var/const/FALLOFF_SOUNDS = 0.5
   
  
positive.code: var/list/swing_hit_sound = list('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
  var/list/hiss_sound = list('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
  var/list/page_sound = list('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
  var/list/gun_sound = list('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg')
  
  /proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff, var/is_global)
  
  
negative.code: 	if(isturf(turf_source))
  		// 3D sounds, the technology is here!
  		var/turf/T = get_turf(src)
  
  		//sound volume falloff with distance
  		var/distance = get_dist(T, turf_source)
  
  		S.volume -= max(distance - world.view, 0) * 2 //multiplicative falloff to add on top of natural audio falloff.
  
  		//sound volume falloff with pressure
  		var/pressure_factor = 1.0
  
  		var/datum/gas_mixture/hearer_env = T.return_air()
  		var/datum/gas_mixture/source_env = turf_source.return_air()
  
  		if (hearer_env && source_env)
  			var/pressure = min(hearer_env.return_pressure(), source_env.return_pressure())
  
  			if (pressure < ONE_ATMOSPHERE)
  				pressure_factor = max((pressure - SOUND_MINIMUM_PRESSURE)/(ONE_ATMOSPHERE - SOUND_MINIMUM_PRESSURE), 0)
  		else //in space
  			pressure_factor = 0
  
  		if (distance <= 1)
  			pressure_factor = max(pressure_factor, 0.15)	//hearing through contact
  
  		S.volume *= pressure_factor
  
  		if (S.volume <= 0)
  			return	//no volume means no sound
  
  		var/dx = turf_source.x - T.x // Hearing from the right/left
  		S.x = dx
  		var/dz = turf_source.y - T.y // Hearing from infront/behind
  