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