Actually fix round restart audio this time (#24754)
In which I'm a goober and don't clean up after myself and accientally don't fix the issue I tried to fix in my last round restart PR. The audio is now maintained just like music during restarts (yippee to ContentAudioSystem::OnRoundRestart) This needs a refactor but at least the defect is fixed now.
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@@ -26,7 +26,8 @@ public sealed class BackgroundAudioSystem : EntitySystem
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private readonly AudioParams _lobbyParams = new(-5f, 1, "Master", 0, 0, 0, true, 0f);
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public EntityUid? LobbyStream;
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public EntityUid? LobbyMusicStream;
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public EntityUid? LobbyRoundRestartAudioStream;
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public override void Initialize()
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{
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@@ -115,7 +116,7 @@ public sealed class BackgroundAudioSystem : EntitySystem
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public void StartLobbyMusic()
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{
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if (LobbyStream != null || !_configManager.GetCVar(CCVars.LobbyMusicEnabled))
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if (LobbyMusicStream != null || !_configManager.GetCVar(CCVars.LobbyMusicEnabled))
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return;
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var file = _gameTicker.LobbySong;
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@@ -124,13 +125,16 @@ public sealed class BackgroundAudioSystem : EntitySystem
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return;
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}
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LobbyStream = _audio.PlayGlobal(file, Filter.Local(), false,
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LobbyMusicStream = _audio.PlayGlobal(
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file,
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Filter.Local(),
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false,
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_lobbyParams.WithVolume(_lobbyParams.Volume + SharedAudioSystem.GainToVolume(_configManager.GetCVar(CCVars.LobbyMusicVolume))))?.Entity;
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}
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private void EndLobbyMusic()
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{
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LobbyStream = _audio.Stop(LobbyStream);
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LobbyMusicStream = _audio.Stop(LobbyMusicStream);
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}
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private void PlayRestartSound(RoundRestartCleanupEvent ev)
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@@ -144,10 +148,11 @@ public sealed class BackgroundAudioSystem : EntitySystem
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return;
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}
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var volume = _lobbyParams.WithVolume(_lobbyParams.Volume +
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SharedAudioSystem.GainToVolume(
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_configManager.GetCVar(CCVars.LobbyMusicVolume)));
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_audio.PlayGlobal(file, Filter.Local(), false, volume);
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LobbyRoundRestartAudioStream = _audio.PlayGlobal(
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file,
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Filter.Local(),
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false,
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_lobbyParams.WithVolume(_lobbyParams.Volume + SharedAudioSystem.GainToVolume(_configManager.GetCVar(CCVars.LobbyMusicVolume)))
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)?.Entity;
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}
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}
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@@ -50,15 +50,24 @@ public sealed partial class ContentAudioSystem : SharedContentAudioSystem
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_fadingOut.Clear();
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// Preserve lobby music but everything else should get dumped.
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var lobbyStream = EntityManager.System<BackgroundAudioSystem>().LobbyStream;
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TryComp(lobbyStream, out AudioComponent? audioComp);
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var oldGain = audioComp?.Gain;
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var lobbyMusic = EntityManager.System<BackgroundAudioSystem>().LobbyMusicStream;
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TryComp(lobbyMusic, out AudioComponent? lobbyMusicComp);
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var oldMusicGain = lobbyMusicComp?.Gain;
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var restartAudio = EntityManager.System<BackgroundAudioSystem>().LobbyRoundRestartAudioStream;
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TryComp(restartAudio, out AudioComponent? restartComp);
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var oldAudioGain = restartComp?.Gain;
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SilenceAudio();
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if (oldGain != null)
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if (oldMusicGain != null)
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{
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Audio.SetGain(lobbyStream, oldGain.Value, audioComp);
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Audio.SetGain(lobbyMusic, oldMusicGain.Value, lobbyMusicComp);
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}
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if (oldAudioGain != null)
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{
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Audio.SetGain(restartAudio, oldAudioGain.Value, restartComp);
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}
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}
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@@ -20,8 +20,6 @@ namespace Content.Client.GameTicking.Managers
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{
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[ViewVariables] private bool _initialized;
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private Dictionary<NetEntity, Dictionary<string, uint?>> _jobsAvailable = new();
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@@ -525,9 +525,6 @@ namespace Content.Server.GameTicking
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{
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_playerGameStatuses[session.UserId] = LobbyEnabled ? PlayerGameStatus.NotReadyToPlay : PlayerGameStatus.ReadyToPlay;
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}
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// Put a bangin' donk on it.
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_audio.PlayGlobal(_audio.GetSound(new SoundCollectionSpecifier("RoundEnd")), Filter.Broadcast(), true);
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}
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public bool DelayStart(TimeSpan time)
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