Nuke Music start adjusted for duration (#25946)
The exact time when the Nuke Music starts is now derived from the music's duration
This commit is contained in:
@@ -1,6 +1,7 @@
|
||||
using Content.Server.Station.Systems;
|
||||
using Content.Shared.Audio;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Console;
|
||||
using Robust.Shared.Player;
|
||||
|
||||
@@ -10,6 +11,7 @@ public sealed class ServerGlobalSoundSystem : SharedGlobalSoundSystem
|
||||
{
|
||||
[Dependency] private readonly IConsoleHost _conHost = default!;
|
||||
[Dependency] private readonly StationSystem _stationSystem = default!;
|
||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
@@ -49,10 +51,14 @@ public sealed class ServerGlobalSoundSystem : SharedGlobalSoundSystem
|
||||
}
|
||||
|
||||
public void DispatchStationEventMusic(EntityUid source, SoundSpecifier sound, StationEventMusicType type)
|
||||
{
|
||||
DispatchStationEventMusic(source, _audio.GetSound(sound), type);
|
||||
}
|
||||
|
||||
public void DispatchStationEventMusic(EntityUid source, string sound, StationEventMusicType type)
|
||||
{
|
||||
var audio = AudioParams.Default.WithVolume(-8);
|
||||
var soundFile = sound.GetSound();
|
||||
var msg = new StationEventMusicEvent(soundFile, type, audio);
|
||||
var msg = new StationEventMusicEvent(sound, type, audio);
|
||||
|
||||
var filter = GetStationAndPvs(source);
|
||||
RaiseNetworkEvent(msg, filter);
|
||||
|
||||
@@ -46,7 +46,8 @@ public sealed class NukeSystem : EntitySystem
|
||||
/// <summary>
|
||||
/// Used to calculate when the nuke song should start playing for maximum kino with the nuke sfx
|
||||
/// </summary>
|
||||
private const float NukeSongLength = 60f + 51.6f;
|
||||
private float _nukeSongLength;
|
||||
private string _selectedNukeSong = String.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Time to leave between the nuke song and the nuke alarm playing.
|
||||
@@ -292,9 +293,9 @@ public sealed class NukeSystem : EntitySystem
|
||||
|
||||
// Start playing the nuke event song so that it ends a couple seconds before the alert sound
|
||||
// should play
|
||||
if (nuke.RemainingTime <= NukeSongLength + nuke.AlertSoundTime + NukeSongBuffer && !nuke.PlayedNukeSong)
|
||||
if (nuke.RemainingTime <= _nukeSongLength + nuke.AlertSoundTime + NukeSongBuffer && !nuke.PlayedNukeSong && !string.IsNullOrEmpty(_selectedNukeSong))
|
||||
{
|
||||
_sound.DispatchStationEventMusic(uid, nuke.ArmMusic, StationEventMusicType.Nuke);
|
||||
_sound.DispatchStationEventMusic(uid, _selectedNukeSong, StationEventMusicType.Nuke);
|
||||
nuke.PlayedNukeSong = true;
|
||||
}
|
||||
|
||||
@@ -457,6 +458,9 @@ public sealed class NukeSystem : EntitySystem
|
||||
var y = (int) pos.Y;
|
||||
var posText = $"({x}, {y})";
|
||||
|
||||
// We are collapsing the randomness here, otherwise we would get separate random song picks for checking duration and when actually playing the song afterwards
|
||||
_selectedNukeSong = _audio.GetSound(component.ArmMusic);
|
||||
|
||||
// warn a crew
|
||||
var announcement = Loc.GetString("nuke-component-announcement-armed",
|
||||
("time", (int) component.RemainingTime), ("position", posText));
|
||||
@@ -464,6 +468,7 @@ public sealed class NukeSystem : EntitySystem
|
||||
_chatSystem.DispatchStationAnnouncement(stationUid ?? uid, announcement, sender, false, null, Color.Red);
|
||||
|
||||
_sound.PlayGlobalOnStation(uid, _audio.GetSound(component.ArmSound));
|
||||
_nukeSongLength = (float) _audio.GetAudioLength(_selectedNukeSong).TotalSeconds;
|
||||
|
||||
// turn on the spinny light
|
||||
_pointLight.SetEnabled(uid, true);
|
||||
|
||||
Reference in New Issue
Block a user