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

@@ -1,4 +1,4 @@
#nullable enable
#nullable enable
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Body;
@@ -9,10 +9,12 @@ using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Physics;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -140,7 +142,7 @@ namespace Content.Server.GameObjects.Components.Morgue
CheckContents();
if(DoSoulBeep && Appearance !=null && Appearance.TryGetData(MorgueVisuals.HasSoul, out bool hasSoul) && hasSoul)
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg", Owner);
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg", Owner);
}
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)