Remove unused AudioMixTarget code. (#3838)
* Remove unused AudioMixTarget code. * Update submodule Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -9,7 +9,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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public interface ICharacterUI
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public interface ICharacterUI
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{
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{
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/// <summary>
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/// <summary>
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/// The godot control which holds the character user interface to be included in the window
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/// The control which holds the character user interface to be included in the window
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/// </summary>
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/// </summary>
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Control Scene { get; }
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Control Scene { get; }
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@@ -25,11 +25,11 @@ namespace Content.Client.GameObjects.EntitySystems
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IBaseClient _client = default!;
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[Dependency] private readonly IBaseClient _client = default!;
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[Dependency] private readonly IClientGameTicker _clientGameTicker = default!;
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[Dependency] private readonly IClientGameTicker _clientGameTicker = default!;
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private SoundCollectionPrototype _ambientCollection = default!;
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private SoundCollectionPrototype _ambientCollection = default!;
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private AudioParams _ambientParams = new(-10f, 1, "Master", 0, 0, AudioMixTarget.Stereo, true, 0f);
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private AudioParams _ambientParams = new(-10f, 1, "Master", 0, 0, true, 0f);
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private AudioParams _lobbyParams = new(-5f, 1, "Master", 0, 0, AudioMixTarget.Stereo, true, 0f);
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private AudioParams _lobbyParams = new(-5f, 1, "Master", 0, 0, true, 0f);
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private IPlayingAudioStream? _ambientStream;
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private IPlayingAudioStream? _ambientStream;
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private IPlayingAudioStream? _lobbyStream;
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private IPlayingAudioStream? _lobbyStream;
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@@ -20,7 +20,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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[RegisterComponent]
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[RegisterComponent]
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public class ExpendableLightComponent : SharedExpendableLightComponent, IUse
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public class ExpendableLightComponent : SharedExpendableLightComponent, IUse
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{
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{
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private static readonly AudioParams LoopedSoundParams = new(0, 1, "Master", 62.5f, 1, AudioMixTarget.Stereo, true, 0.3f);
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private static readonly AudioParams LoopedSoundParams = new(0, 1, "Master", 62.5f, 1, true, 0.3f);
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/// <summary>
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/// <summary>
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/// Status of light, whether or not it is emitting light.
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/// Status of light, whether or not it is emitting light.
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Submodule RobustToolbox updated: 8edd44086b...3ec9e7a734
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