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

@@ -14,9 +14,11 @@ using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Utility;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -119,7 +121,7 @@ namespace Content.Server.GameObjects.Components.Interactable
if (makeNoise)
{
if (TurnOffSound != null) EntitySystem.Get<AudioSystem>().PlayFromEntity(TurnOffSound, Owner);
if (TurnOffSound != null) SoundSystem.Play(Filter.Pvs(Owner), TurnOffSound, Owner);
}
return true;
@@ -134,7 +136,7 @@ namespace Content.Server.GameObjects.Components.Interactable
if (Cell == null)
{
if (TurnOnFailSound != null) EntitySystem.Get<AudioSystem>().PlayFromEntity(TurnOnFailSound, Owner);
if (TurnOnFailSound != null) SoundSystem.Play(Filter.Pvs(Owner), TurnOnFailSound, Owner);
Owner.PopupMessage(user, Loc.GetString("Cell missing..."));
UpdateLightAction();
return false;
@@ -145,7 +147,7 @@ namespace Content.Server.GameObjects.Components.Interactable
// Simple enough.
if (Wattage > Cell.CurrentCharge)
{
if (TurnOnFailSound != null) EntitySystem.Get<AudioSystem>().PlayFromEntity(TurnOnFailSound, Owner);
if (TurnOnFailSound != null) SoundSystem.Play(Filter.Pvs(Owner), TurnOnFailSound, Owner);
Owner.PopupMessage(user, Loc.GetString("Dead cell..."));
UpdateLightAction();
return false;
@@ -156,7 +158,7 @@ namespace Content.Server.GameObjects.Components.Interactable
SetState(true);
Owner.EntityManager.EventBus.QueueEvent(EventSource.Local, new ActivateHandheldLightMessage(this));
if (TurnOnSound != null) EntitySystem.Get<AudioSystem>().PlayFromEntity(TurnOnSound, Owner);
if (TurnOnSound != null) SoundSystem.Play(Filter.Pvs(Owner), TurnOnSound, Owner);
return true;
}