Add ambient music (#16829)
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39
Content.Shared/Audio/AmbientMusicPrototype.cs
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39
Content.Shared/Audio/AmbientMusicPrototype.cs
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@@ -0,0 +1,39 @@
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using Content.Shared.Random;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Audio;
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/// <summary>
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/// Attaches a rules prototype to sound files to play ambience.
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/// </summary>
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[Prototype("ambientMusic")]
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public sealed class AmbientMusicPrototype : IPrototype
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{
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[IdDataField] public string ID { get; } = string.Empty;
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/// <summary>
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/// Traditionally you'd prioritise most rules to least as priority but in our case we'll just be explicit.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("priority")]
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public int Priority = 0;
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/// <summary>
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/// Can we interrupt this ambience for a better prototype if possible?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("interruptable")]
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public bool Interruptable = false;
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/// <summary>
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/// Do we fade-in. Useful for songs.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("fadeIn")]
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public bool FadeIn;
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[ViewVariables(VVAccess.ReadWrite), DataField("sound", required: true)]
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public SoundSpecifier Sound = default!;
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[ViewVariables(VVAccess.ReadWrite), DataField("rules", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<RulesPrototype>))]
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public string Rules = string.Empty;
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}
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@@ -4,48 +4,47 @@ using Robust.Shared.GameStates;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Audio
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namespace Content.Shared.Audio;
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[RegisterComponent]
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[NetworkedComponent]
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[Access(typeof(SharedAmbientSoundSystem))]
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public sealed class AmbientSoundComponent : Component, IComponentTreeEntry<AmbientSoundComponent>
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{
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[RegisterComponent]
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[NetworkedComponent]
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[Access(typeof(SharedAmbientSoundSystem))]
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public sealed class AmbientSoundComponent : Component, IComponentTreeEntry<AmbientSoundComponent>
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{
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[DataField("enabled")]
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[ViewVariables(VVAccess.ReadWrite)] // only for map editing
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public bool Enabled { get; set; } = true;
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[DataField("enabled")]
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[ViewVariables(VVAccess.ReadWrite)] // only for map editing
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public bool Enabled { get; set; } = true;
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[DataField("sound", required: true), ViewVariables(VVAccess.ReadWrite)] // only for map editing
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public SoundSpecifier Sound = default!;
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[DataField("sound", required: true), ViewVariables(VVAccess.ReadWrite)] // only for map editing
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public SoundSpecifier Sound = default!;
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/// <summary>
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/// How far away this ambient sound can potentially be heard.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] // only for map editing
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[DataField("range")]
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public float Range = 2f;
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/// <summary>
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/// How far away this ambient sound can potentially be heard.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] // only for map editing
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[DataField("range")]
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public float Range = 2f;
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/// <summary>
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/// Applies this volume to the sound being played.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] // only for map editing
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[DataField("volume")]
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public float Volume = -10f;
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/// <summary>
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/// Applies this volume to the sound being played.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] // only for map editing
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[DataField("volume")]
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public float Volume = -10f;
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public EntityUid? TreeUid { get; set; }
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public EntityUid? TreeUid { get; set; }
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public DynamicTree<ComponentTreeEntry<AmbientSoundComponent>>? Tree { get; set; }
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public DynamicTree<ComponentTreeEntry<AmbientSoundComponent>>? Tree { get; set; }
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public bool AddToTree => Enabled;
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public bool AddToTree => Enabled;
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public bool TreeUpdateQueued { get; set; }
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}
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[Serializable, NetSerializable]
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public sealed class AmbientSoundComponentState : ComponentState
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{
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public bool Enabled { get; init; }
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public float Range { get; init; }
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public float Volume { get; init; }
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}
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public bool TreeUpdateQueued { get; set; }
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}
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[Serializable, NetSerializable]
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public sealed class AmbientSoundComponentState : ComponentState
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{
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public bool Enabled { get; init; }
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public float Range { get; init; }
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public float Volume { get; init; }
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}
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