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

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