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 System.Threading.Tasks;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.GameObjects.Components.Weapon.Melee;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
@@ -7,6 +7,7 @@ using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Mining
|
||||
@@ -37,7 +38,7 @@ namespace Content.Server.GameObjects.Components.Mining
|
||||
if (!item.TryGetComponent(out PickaxeComponent? pickaxeComponent)) return true;
|
||||
if (!string.IsNullOrWhiteSpace(pickaxeComponent.MiningSound))
|
||||
{
|
||||
EntitySystem.Get<AudioSystem>().PlayFromEntity(pickaxeComponent.MiningSound, Owner, AudioParams.Default);
|
||||
SoundSystem.Play(Filter.Pvs(Owner), pickaxeComponent.MiningSound, Owner, AudioParams.Default);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user