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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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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@@ -10,8 +10,10 @@ using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Kitchen;
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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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namespace Content.Server.GameObjects.Components.Kitchen
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{
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@@ -148,7 +150,7 @@ namespace Content.Server.GameObjects.Components.Kitchen
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victim.Delete();
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if (SpikeSound != null)
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EntitySystem.Get<AudioSystem>().PlayFromEntity(SpikeSound, Owner);
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SoundSystem.Play(Filter.Pvs(Owner), SpikeSound, Owner);
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}
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SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat)
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