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:
@@ -9,6 +9,7 @@ using Content.Shared.Interfaces.GameObjects.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Interactable
|
||||
@@ -107,7 +108,7 @@ namespace Content.Server.GameObjects.Components.Interactable
|
||||
|
||||
if (LitSound != string.Empty)
|
||||
{
|
||||
EntitySystem.Get<AudioSystem>().PlayFromEntity(LitSound, Owner);
|
||||
SoundSystem.Play(Filter.Pvs(Owner), LitSound, Owner);
|
||||
}
|
||||
|
||||
if (IconStateLit != string.Empty)
|
||||
@@ -127,7 +128,7 @@ namespace Content.Server.GameObjects.Components.Interactable
|
||||
|
||||
if (DieSound != string.Empty)
|
||||
{
|
||||
EntitySystem.Get<AudioSystem>().PlayFromEntity(DieSound, Owner);
|
||||
SoundSystem.Play(Filter.Pvs(Owner), DieSound, Owner);
|
||||
}
|
||||
|
||||
if (LoopedSound != string.Empty && Owner.TryGetComponent<LoopingLoopingSoundComponent>(out var loopSound))
|
||||
|
||||
Reference in New Issue
Block a user