SoundSystem Improvements (#3697)
* Refactor all audio to use the new SoundSystem. * Update submodule Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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@@ -2,7 +2,6 @@
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using Content.Client.Interfaces;
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using Content.Shared.Audio;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Content.Shared;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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@@ -13,6 +12,7 @@ using Robust.Shared.Random;
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using Robust.Client;
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using Robust.Client.State;
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using Content.Client.State;
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using Robust.Shared.Player;
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namespace Content.Client.GameObjects.EntitySystems
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{
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@@ -25,9 +25,7 @@ namespace Content.Client.GameObjects.EntitySystems
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IBaseClient _client = default!;
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[Dependency] private readonly IClientGameTicker _clientGameTicker = default!;
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private AudioSystem _audioSystem = default!;
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private SoundCollectionPrototype _ambientCollection = default!;
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private AudioParams _ambientParams = new(-10f, 1, "Master", 0, 0, AudioMixTarget.Stereo, true, 0f);
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@@ -40,8 +38,6 @@ namespace Content.Client.GameObjects.EntitySystems
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{
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base.Initialize();
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_audioSystem = Get<AudioSystem>();
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_ambientCollection = _prototypeManager.Index<SoundCollectionPrototype>("AmbienceBase");
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_configManager.OnValueChanged(CCVars.AmbienceBasicEnabled, AmbienceCVarChanged);
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@@ -130,7 +126,7 @@ namespace Content.Client.GameObjects.EntitySystems
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{
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EndAmbience();
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var file = _robustRandom.Pick(_ambientCollection.PickFiles);
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_ambientStream = _audioSystem.Play(file, _ambientParams);
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_ambientStream = SoundSystem.Play(Filter.Local(), file, _ambientParams);
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}
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private void EndAmbience()
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@@ -174,7 +170,7 @@ namespace Content.Client.GameObjects.EntitySystems
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{
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return;
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}
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_lobbyStream = _audioSystem.Play(file, _lobbyParams);
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_lobbyStream = SoundSystem.Play(Filter.Local(), file, _lobbyParams);
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}
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private void EndLobbyMusic()
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