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

@@ -8,6 +8,7 @@ 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;
using Robust.Shared.ViewVariables;
@@ -98,7 +99,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
if (!CheckAccess(user)) return;
Locked = false;
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Machines/door_lock_off.ogg", Owner, AudioParams.Default.WithVolume(-5));
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Machines/door_lock_off.ogg", Owner, AudioParams.Default.WithVolume(-5));
}
private void DoLock(IEntity user)
@@ -106,7 +107,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
if (!CheckAccess(user)) return;
Locked = true;
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Machines/door_lock_on.ogg", Owner, AudioParams.Default.WithVolume(-5));
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Machines/door_lock_on.ogg", Owner, AudioParams.Default.WithVolume(-5));
}
private bool CheckAccess(IEntity user)