* #3935 - toys properly play sounds when: Activated, Landed (after throwing) and Used in hand * #3935 - extracted BaseEmitSoundComponent * #3935 - refactored EmitSound components to use ECS * #3935 - added new components to client ignored components * #3935 - added suggested stuff for EmitSoundSystem et al. * #3935 added suggestions from PR * #3935 implemented suggestions from PR * #3935 updated namespace
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@@ -1,42 +1,15 @@
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using Content.Shared.Audio;
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using Content.Shared.Throwing;
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using Robust.Shared.Audio;
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using Content.Server.Sound;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Throwing
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{
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/// <summary>
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/// Simple sound emitter that emits sound on use in hand
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/// Simple sound emitter that emits sound on ThrowEvent
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/// </summary>
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[RegisterComponent]
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public class EmitSoundOnThrowComponent : Component, ILand
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public class EmitSoundOnThrowComponent : BaseEmitSoundComponent
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{
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/// <inheritdoc />
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///
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public override string Name => "EmitSoundOnThrow";
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[DataField("sound")]
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public string? _soundName;
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[DataField("variation")]
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public float _pitchVariation;
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public void PlaySoundEffect()
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{
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if (!string.IsNullOrWhiteSpace(_soundName))
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{
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if (_pitchVariation > 0.0)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioHelpers.WithVariation(_pitchVariation).WithVolume(-2f));
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}
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SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioParams.Default.WithVolume(-2f));
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}
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}
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void ILand.Land(LandEventArgs eventArgs)
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{
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PlaySoundEffect();
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}
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}
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}
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