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 ("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
  