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 Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Body;
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@@ -9,10 +9,12 @@ using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Physics;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -140,7 +142,7 @@ namespace Content.Server.GameObjects.Components.Morgue
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CheckContents();
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if(DoSoulBeep && Appearance !=null && Appearance.TryGetData(MorgueVisuals.HasSoul, out bool hasSoul) && hasSoul)
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg", Owner);
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SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg", Owner);
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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