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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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Utility;
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@@ -8,10 +8,12 @@ using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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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 Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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@@ -133,7 +135,7 @@ namespace Content.Server.GameObjects.Components
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if (!string.IsNullOrEmpty(_useSound))
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{
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_useSound, Owner, AudioHelpers.WithVariation(0.125f));
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SoundSystem.Play(Filter.Pvs(Owner), _useSound, Owner, AudioHelpers.WithVariation(0.125f));
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}
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// Decrease "Ammo"
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