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:
@@ -1,12 +1,14 @@
|
||||
#nullable enable
|
||||
#nullable enable
|
||||
using System.Linq;
|
||||
using Content.Server.Explosions;
|
||||
using Content.Shared.GameObjects.Components.Pointing;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Server.Player;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Serialization;
|
||||
@@ -120,7 +122,7 @@ namespace Content.Server.GameObjects.Components.Pointing
|
||||
}
|
||||
|
||||
Owner.SpawnExplosion(0, 2, 1, 1);
|
||||
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/explosion.ogg", Owner);
|
||||
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/explosion.ogg", Owner);
|
||||
|
||||
Owner.Delete();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user