SoundSystem Improvements (#3697)

* Refactor all audio to use the new SoundSystem.

* Update submodule

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
Acruid
2021-03-21 09:12:03 -07:00
committed by GitHub
parent d4030edff6
commit 9459400002
104 changed files with 401 additions and 279 deletions

View File

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