[Mald PR] Plushie sound 1984 (#39250)

* Make melee sounds respect their audio params

* Make food sounds respect audio params

* Plushie sound 1984

Most plushies have been made quieter (by varying degrees depending on how obnoxious the original sound was)

Made plushies 3x slower to use (squeak every 3 seconds / hit somebody every 3 seconds)
This commit is contained in:
Pieter-Jan Briers
2025-07-28 09:11:21 +02:00
committed by GitHub
parent 45cef10bad
commit 5f52a3ae17
3 changed files with 95 additions and 111 deletions

View File

@@ -48,17 +48,17 @@ public sealed class MeleeSoundSystem : EntitySystem
{
if (damageType == null && damageSoundComp.NoDamageSound != null)
{
_audio.PlayPredicted(damageSoundComp.NoDamageSound, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
_audio.PlayPredicted(damageSoundComp.NoDamageSound, coords, userUid, damageSoundComp.NoDamageSound.Params.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (damageType != null && damageSoundComp.SoundTypes?.TryGetValue(damageType, out var damageSoundType) == true)
{
_audio.PlayPredicted(damageSoundType, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
_audio.PlayPredicted(damageSoundType, coords, userUid, damageSoundType.Params.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (damageType != null && damageSoundComp.SoundGroups?.TryGetValue(damageType, out var damageSoundGroup) == true)
{
_audio.PlayPredicted(damageSoundGroup, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
_audio.PlayPredicted(damageSoundGroup, coords, userUid, damageSoundGroup.Params.WithVariation(DamagePitchVariation));
playedSound = true;
}
}
@@ -68,17 +68,17 @@ public sealed class MeleeSoundSystem : EntitySystem
{
if (hitSoundOverride != null)
{
_audio.PlayPredicted(hitSoundOverride, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
_audio.PlayPredicted(hitSoundOverride, coords, userUid, hitSoundOverride.Params.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (hitSound != null)
{
_audio.PlayPredicted(hitSound, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
_audio.PlayPredicted(hitSound, coords, userUid, hitSound.Params.WithVariation(DamagePitchVariation));
playedSound = true;
}
else
{
_audio.PlayPredicted(noDamageSound, coords, userUid, AudioParams.Default.WithVariation(DamagePitchVariation));
_audio.PlayPredicted(noDamageSound, coords, userUid, noDamageSound.Params.WithVariation(DamagePitchVariation));
playedSound = true;
}
}