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 @@
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.Interfaces.GameObjects.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
@@ -6,6 +6,7 @@ using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
@@ -60,7 +61,7 @@ namespace Content.Server.GameObjects.Components.Items
|
||||
{
|
||||
var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(_soundCollectionName);
|
||||
var file = _random.Pick(soundCollection.PickFiles);
|
||||
EntitySystem.Get<AudioSystem>().PlayFromEntity(file, Owner, AudioParams.Default);
|
||||
SoundSystem.Play(Filter.Pvs(Owner), file, Owner, AudioParams.Default);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user