anchor.diff:  		var/turf/T = get_turf(src)
   		S.volume -= get_dist(T, turf_source) * 2 //multiplicative falloff to add on top of natural audio falloff.
   		var/datum/gas_mixture/environment = T.return_air()
  -		S.volume -= environment.return_pressure()/100 + 1
  +		if(get_dist(T, turf_source) > 2)
  +			S.volume -= environment.return_pressure()/100 + 1
   		if (S.volume < 0)
   			S.volume = 0
   		var/dx = turf_source.x - T.x // Hearing from the right/left
  
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: /proc/get_sfx(soundin)
  	if(istext(soundin))
  		switch(soundin)
  			if ("shatter") soundin = pick(shatter_sound)
  			if ("explosion") soundin = pick(explosion_sound)
  			if ("sparks") soundin = pick(spark_sound)
  			if ("rustle") soundin = pick(rustle_sound)
  			if ("punch") soundin = pick(punch_sound)
  			if ("clownstep") soundin = pick(clown_sound)
  			if ("swing_hit") soundin = pick(swing_hit_sound)
  			if ("hiss") soundin = pick(hiss_sound)
  			if ("pageturn") soundin = pick(page_sound)
  			if ("gunshot") soundin = pick(gun_sound)
  	return soundin
  