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

@@ -15,11 +15,13 @@ using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
@@ -241,7 +243,7 @@ namespace Content.Server.GameObjects.Components.Buckle
return false;
}
EntitySystem.Get<AudioSystem>().PlayFromEntity(strap.BuckleSound, Owner);
SoundSystem.Play(Filter.Pvs(Owner), strap.BuckleSound, Owner);
if (!strap.TryAdd(this))
{
@@ -348,7 +350,7 @@ namespace Content.Server.GameObjects.Components.Buckle
UpdateBuckleStatus();
oldBuckledTo.Remove(this);
EntitySystem.Get<AudioSystem>().PlayFromEntity(oldBuckledTo.UnbuckleSound, Owner);
SoundSystem.Play(Filter.Pvs(Owner), oldBuckledTo.UnbuckleSound, Owner);
SendMessage(new UnbuckleMessage(Owner, oldBuckledTo.Owner));