Lobby Audio from static to CVar (#38375)
* Changed LobbyMusiccollection over to a Cvar and edited ContentAudioSystem.cs to use Cvar Values * Addedd Ability to modify the lobbyMusiccollection from the command line * Fixed changing lobby music while in the round * Deleted uneeded duplicate line * Removed additional duplicate lobbyplaylist line * Alphabatized imports and refactored to use Subs.CVar * Added error checking and default behaviour to CVar sub. * Refactored to use TryIndex and Allowed for a empty soundcollection when a sound collection is not found. Edited Cvar comment to reflect changes. * Made _lobbyMusicCollection nullable and addedd handling for null case where used. Also Changed LobbyMusicCollection Cvar over to audio rather than ambience. * Update Content.Server/Audio/ContentAudioSystem.cs --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
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@@ -3,32 +3,52 @@ using Content.Server.GameTicking;
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using Content.Server.GameTicking.Events;
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using Content.Shared.Audio;
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using Content.Shared.Audio.Events;
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using Content.Shared.CCVar;
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using Content.Shared.GameTicking;
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using Robust.Server.Audio;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Audio;
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public sealed class ContentAudioSystem : SharedContentAudioSystem
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{
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[ValidatePrototypeId<SoundCollectionPrototype>]
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private const string LobbyMusicCollection = "LobbyMusic";
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[Dependency] private readonly AudioSystem _serverAudio = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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private SoundCollectionPrototype _lobbyMusicCollection = default!;
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private SoundCollectionPrototype? _lobbyMusicCollection = default!;
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private string[]? _lobbyPlaylist;
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public override void Initialize()
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{
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base.Initialize();
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_lobbyMusicCollection = _prototypeManager.Index<SoundCollectionPrototype>(LobbyMusicCollection);
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_lobbyPlaylist = ShuffleLobbyPlaylist();
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//changes the music collection and reshuffles the playlist to update the lobby music
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Subs.CVar(
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_cfg,
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CCVars.LobbyMusicCollection,
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x =>
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{
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//Checks to see if the sound collection exists. If it does change it if not defaults to null
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// as the new _lobbyMusicCollection meaning it wont play anything in the lobby.
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if(_prototypeManager.TryIndex<SoundCollectionPrototype>(x, out var outputSoundCollection))
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{
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_lobbyMusicCollection = outputSoundCollection;
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}
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else
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{
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Log.Error($"Invalid Lobby Music sound collection specified: {x}");
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_lobbyMusicCollection = null;
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}
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_lobbyPlaylist = ShuffleLobbyPlaylist();
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},
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true);
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SubscribeLocalEvent<RoundEndMessageEvent>(OnRoundEnd);
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SubscribeLocalEvent<PlayerJoinedLobbyEvent>(OnPlayerJoinedLobby);
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@@ -76,11 +96,16 @@ public sealed class ContentAudioSystem : SharedContentAudioSystem
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private string[] ShuffleLobbyPlaylist()
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{
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if (_lobbyMusicCollection == null)
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{
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return [];
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}
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var playlist = _lobbyMusicCollection.PickFiles
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.Select(x => x.ToString())
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.ToArray();
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_robustRandom.Shuffle(playlist);
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_robustRandom.Shuffle(playlist);
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return playlist;
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return playlist;
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}
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}
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@@ -1,4 +1,6 @@
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using Robust.Shared.Configuration;
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using Content.Shared.Administration;
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using Content.Shared.CCVar.CVarAccess;
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using Robust.Shared.Configuration;
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namespace Content.Shared.CCVar;
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@@ -58,4 +60,10 @@ public sealed partial class CCVars
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public static readonly CVarDef<float> InterfaceVolume =
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CVarDef.Create("audio.interface_volume", 0.50f, CVar.ARCHIVE | CVar.CLIENTONLY);
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/// <summary>
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/// Lobby music collection string
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/// </summary>
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[CVarControl(AdminFlags.VarEdit)]
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public static readonly CVarDef<string> LobbyMusicCollection =
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CVarDef.Create("audio.lobby_music_collection", "LobbyMusic", CVar.REPLICATED | CVar.SERVER);
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}
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