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;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Nutrition;
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@@ -8,6 +8,7 @@ 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 Robust.Shared.IoC;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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@@ -74,8 +75,7 @@ namespace Content.Server.GameObjects.Components.Culinary
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{
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if (_breakSound != null && IoCManager.Resolve<IRobustRandom>().Prob(_breakChance))
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{
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EntitySystem.Get<AudioSystem>()
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.PlayFromEntity(_breakSound, user, AudioParams.Default.WithVolume(-2f));
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SoundSystem.Play(Filter.Pvs(user), _breakSound, user, AudioParams.Default.WithVolume(-2f));
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Owner.Delete();
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}
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}
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