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

@@ -5,6 +5,7 @@ using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using System.Collections.Generic;
using Robust.Shared.Player;
namespace Content.Server.GameObjects.Components.Cargo
{
@@ -71,7 +72,7 @@ namespace Content.Server.GameObjects.Components.Cargo
{
if (!Deleted && !Owner.Deleted && _currentState == CargoTelepadState.Teleporting && _teleportQueue.Count > 0)
{
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Machines/phasein.ogg", Owner, AudioParams.Default.WithVolume(-8f));
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Machines/phasein.ogg", Owner, AudioParams.Default.WithVolume(-8f));
Owner.EntityManager.SpawnEntity(_teleportQueue[0].Product, Owner.Transform.Coordinates);
_teleportQueue.RemoveAt(0);
if (Owner.TryGetComponent<SpriteComponent>(out var spriteComponent))