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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@@ -4,10 +4,12 @@ using Content.Shared.Audio;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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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.Physics;
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using Robust.Shared.Physics.Collision;
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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.Timing;
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@@ -51,7 +53,7 @@ namespace Content.Server.GameObjects.Components.Damage
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if (speed < MinimumSpeed) return;
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if (!string.IsNullOrEmpty(SoundHit))
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EntitySystem.Get<AudioSystem>().PlayFromEntity(SoundHit, otherBody.Entity, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
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SoundSystem.Play(Filter.Pvs(otherBody.Entity), SoundHit, otherBody.Entity, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
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if ((_gameTiming.CurTime - _lastHit).TotalSeconds < DamageCooldown)
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return;
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