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

@@ -14,6 +14,7 @@ using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -21,6 +22,7 @@ using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
@@ -223,7 +225,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
}
ModifyComponents();
EntitySystem.Get<AudioSystem>().PlayFromEntity(_closeSound, Owner);
SoundSystem.Play(Filter.Pvs(Owner), _closeSound, Owner);
_lastInternalOpenAttempt = default;
}
@@ -232,7 +234,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
Open = true;
EmptyContents();
ModifyComponents();
EntitySystem.Get<AudioSystem>().PlayFromEntity(_openSound, Owner);
SoundSystem.Play(Filter.Pvs(Owner), _openSound, Owner);
}
private void ModifyComponents()