SoundSystem Improvements (#3697)
* Refactor all audio to use the new SoundSystem. * Update submodule Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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@@ -8,6 +8,7 @@ using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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@@ -98,7 +99,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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if (!CheckAccess(user)) return;
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Locked = false;
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Machines/door_lock_off.ogg", Owner, AudioParams.Default.WithVolume(-5));
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SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Machines/door_lock_off.ogg", Owner, AudioParams.Default.WithVolume(-5));
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}
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private void DoLock(IEntity user)
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@@ -106,7 +107,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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if (!CheckAccess(user)) return;
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Locked = true;
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Machines/door_lock_on.ogg", Owner, AudioParams.Default.WithVolume(-5));
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SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Machines/door_lock_on.ogg", Owner, AudioParams.Default.WithVolume(-5));
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}
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private bool CheckAccess(IEntity user)
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