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:
@@ -1,4 +1,4 @@
|
||||
#nullable enable
|
||||
#nullable enable
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.GameObjects.Components.Chemistry;
|
||||
@@ -8,8 +8,10 @@ using Content.Shared.Interfaces;
|
||||
using Content.Shared.Interfaces.GameObjects.Components;
|
||||
using Content.Shared.Utility;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Fluids
|
||||
@@ -114,7 +116,7 @@ namespace Content.Server.GameObjects.Components.Fluids
|
||||
|
||||
if (_sound != null)
|
||||
{
|
||||
EntitySystem.Get<AudioSystem>().PlayFromEntity(_sound, Owner);
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _sound, Owner);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
Reference in New Issue
Block a user