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.
This commit is contained in:
Hannah Giovanna Dawson
2024-02-03 02:11:53 +00:00
committed by GitHub
parent e7ee364af3
commit 2e7d23674e
4 changed files with 28 additions and 19 deletions

View File

@@ -26,7 +26,8 @@ public sealed class BackgroundAudioSystem : EntitySystem
private readonly AudioParams _lobbyParams = new(-5f, 1, "Master", 0, 0, 0, true, 0f);
public EntityUid? LobbyStream;
public EntityUid? LobbyMusicStream;
public EntityUid? LobbyRoundRestartAudioStream;
public override void Initialize()
{
@@ -115,7 +116,7 @@ public sealed class BackgroundAudioSystem : EntitySystem
public void StartLobbyMusic()
{
if (LobbyStream != null || !_configManager.GetCVar(CCVars.LobbyMusicEnabled))
if (LobbyMusicStream != null || !_configManager.GetCVar(CCVars.LobbyMusicEnabled))
return;
var file = _gameTicker.LobbySong;
@@ -124,13 +125,16 @@ public sealed class BackgroundAudioSystem : EntitySystem
return;
}
LobbyStream = _audio.PlayGlobal(file, Filter.Local(), false,
LobbyMusicStream = _audio.PlayGlobal(
file,
Filter.Local(),
false,
_lobbyParams.WithVolume(_lobbyParams.Volume + SharedAudioSystem.GainToVolume(_configManager.GetCVar(CCVars.LobbyMusicVolume))))?.Entity;
}
private void EndLobbyMusic()
{
LobbyStream = _audio.Stop(LobbyStream);
LobbyMusicStream = _audio.Stop(LobbyMusicStream);
}
private void PlayRestartSound(RoundRestartCleanupEvent ev)
@@ -144,10 +148,11 @@ public sealed class BackgroundAudioSystem : EntitySystem
return;
}
var volume = _lobbyParams.WithVolume(_lobbyParams.Volume +
SharedAudioSystem.GainToVolume(
_configManager.GetCVar(CCVars.LobbyMusicVolume)));
_audio.PlayGlobal(file, Filter.Local(), false, volume);
LobbyRoundRestartAudioStream = _audio.PlayGlobal(
file,
Filter.Local(),
false,
_lobbyParams.WithVolume(_lobbyParams.Volume + SharedAudioSystem.GainToVolume(_configManager.GetCVar(CCVars.LobbyMusicVolume)))
)?.Entity;
}
}

View File

@@ -50,15 +50,24 @@ public sealed partial class ContentAudioSystem : SharedContentAudioSystem
_fadingOut.Clear();
// Preserve lobby music but everything else should get dumped.
var lobbyStream = EntityManager.System<BackgroundAudioSystem>().LobbyStream;
TryComp(lobbyStream, out AudioComponent? audioComp);
var oldGain = audioComp?.Gain;
var lobbyMusic = EntityManager.System<BackgroundAudioSystem>().LobbyMusicStream;
TryComp(lobbyMusic, out AudioComponent? lobbyMusicComp);
var oldMusicGain = lobbyMusicComp?.Gain;
var restartAudio = EntityManager.System<BackgroundAudioSystem>().LobbyRoundRestartAudioStream;
TryComp(restartAudio, out AudioComponent? restartComp);
var oldAudioGain = restartComp?.Gain;
SilenceAudio();
if (oldGain != null)
if (oldMusicGain != null)
{
Audio.SetGain(lobbyStream, oldGain.Value, audioComp);
Audio.SetGain(lobbyMusic, oldMusicGain.Value, lobbyMusicComp);
}
if (oldAudioGain != null)
{
Audio.SetGain(restartAudio, oldAudioGain.Value, restartComp);
}
}

View File

@@ -20,8 +20,6 @@ namespace Content.Client.GameTicking.Managers
{
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[ViewVariables] private bool _initialized;
private Dictionary<NetEntity, Dictionary<string, uint?>> _jobsAvailable = new();

View File

@@ -525,9 +525,6 @@ namespace Content.Server.GameTicking
{
_playerGameStatuses[session.UserId] = LobbyEnabled ? PlayerGameStatus.NotReadyToPlay : PlayerGameStatus.ReadyToPlay;
}
// Put a bangin' donk on it.
_audio.PlayGlobal(_audio.GetSound(new SoundCollectionSpecifier("RoundEnd")), Filter.Broadcast(), true);
}
public bool DelayStart(TimeSpan time)