anchor.diff:  		if(get_dist(M, turf_source) <= (world.view + extrarange) * 6)
   			var/turf/T = get_turf(M)
   			if(T && T.z == turf_source.z)
  -				M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff, surround)
  +				M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff)
   
   var/const/FALLOFF_SOUNDS = 2
   var/const/SURROUND_CAP = 255
   
  -/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff, surround = 1)
  +/mob/proc/playsound_local(var/turf/turf_source, soundin, vol as num, vary, frequency, falloff)
   	if(!src.client || ear_deaf > 0)	return
   	soundin = get_sfx(soundin)
   
  
positive.code: /proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff, surround = 1)
  
  	soundin = get_sfx(soundin) // same sound for everyone
  
  
negative.code: 
  		S.x = round(max(-SURROUND_CAP, min(SURROUND_CAP, dx)), 1)
  
  		var/dz = turf_source.y - T.y // Hearing from infront/behind
  		S.z = round(max(-SURROUND_CAP, min(SURROUND_CAP, dz)), 1)
  
  		// The y value is for above your head, but there is no ceiling in 2d spessmens.
  		S.y = 1
  