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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@@ -11,11 +11,13 @@ using Content.Shared.Physics;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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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.Timing;
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@@ -311,7 +313,7 @@ namespace Content.Server.Explosions
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var boundingBox = new Box2(epicenterMapPos - new Vector2(maxRange, maxRange),
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epicenterMapPos + new Vector2(maxRange, maxRange));
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EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Effects/explosion.ogg", epicenter);
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SoundSystem.Play(Filter.Broadcast(), "/Audio/Effects/explosion.ogg", epicenter);
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DamageEntitiesInRange(epicenter, boundingBox, devastationRange, heavyImpactRange, maxRange, mapId);
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var mapGridsNear = mapManager.FindGridsIntersecting(mapId, boundingBox);
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