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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@@ -13,10 +13,12 @@ using Content.Shared.Interfaces;
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using Content.Shared.Utility;
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using JetBrains.Annotations;
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using Robust.Server.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.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -65,7 +67,7 @@ namespace Content.Server.Actions
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if (random.Prob(_failProb))
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{
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audio.PlayFromEntity("/Audio/Weapons/punchmiss.ogg", args.Performer,
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SoundSystem.Play(Filter.Pvs(args.Performer), "/Audio/Weapons/punchmiss.ogg", args.Performer,
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AudioHelpers.WithVariation(0.025f));
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args.Performer.PopupMessageOtherClients(Loc.GetString("{0} fails to disarm {1}!", args.Performer.Name, args.Target.Name));
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args.Performer.PopupMessageCursor(Loc.GetString("You fail to disarm {0}!", args.Target.Name));
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@@ -86,7 +88,7 @@ namespace Content.Server.Actions
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return;
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}
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audio.PlayFromEntity("/Audio/Effects/thudswoosh.ogg", args.Performer,
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SoundSystem.Play(Filter.Pvs(args.Performer), "/Audio/Effects/thudswoosh.ogg", args.Performer,
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AudioHelpers.WithVariation(0.025f));
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}
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}
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