SoundSystem (#3467)
* Converted some audio calls over to the new system. * Update Submodule.
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@@ -1,10 +1,11 @@
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Sound;
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using Content.Shared.Physics;
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using Robust.Client.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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@@ -17,7 +18,6 @@ namespace Content.Client.GameObjects.Components.Sound
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[Dependency] private readonly IRobustRandom _random = default!;
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private readonly Dictionary<ScheduledSound, IPlayingAudioStream> _audioStreams = new();
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private AudioSystem _audioSystem;
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public override void StopAllSounds()
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{
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@@ -52,15 +52,14 @@ namespace Content.Client.GameObjects.Components.Sound
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Owner.SpawnTimer((int) schedule.Delay + (_random.Next((int) schedule.RandomDelay)),() =>
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{
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if (!schedule.Play) return; // We make sure this hasn't changed.
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if (_audioSystem == null) _audioSystem = EntitySystem.Get<AudioSystem>();
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if (!_audioStreams.ContainsKey(schedule))
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{
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_audioStreams.Add(schedule,_audioSystem.Play(schedule.Filename, Owner, schedule.AudioParams));
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_audioStreams.Add(schedule,SoundSystem.Play(Filter.Local(), schedule.Filename, Owner, schedule.AudioParams));
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}
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else
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{
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_audioStreams[schedule] = _audioSystem.Play(schedule.Filename, Owner, schedule.AudioParams);
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_audioStreams[schedule] = SoundSystem.Play(Filter.Local(), schedule.Filename, Owner, schedule.AudioParams);
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}
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if (schedule.Times == 0) return;
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@@ -93,7 +92,7 @@ namespace Content.Client.GameObjects.Components.Sound
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public override void Initialize()
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{
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base.Initialize();
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if (EntitySystem.TryGet(out _audioSystem)) _audioSystem.OcclusionCollisionMask = (int) CollisionGroup.Impassable;
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SoundSystem.OcclusionCollisionMask = (int) CollisionGroup.Impassable;
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}
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public override void ExposeData(ObjectSerializer serializer)
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