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:
Errant
2024-03-12 19:50:34 +01:00
committed by GitHub
parent b0c65a03d5
commit 680cf5fec1
2 changed files with 16 additions and 5 deletions

View File

@@ -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);

View File

@@ -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);