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

@@ -4,10 +4,12 @@ using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Portal;
using Content.Shared.GameObjects.Components.Tag;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Player;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
@@ -139,13 +141,12 @@ namespace Content.Server.GameObjects.Components.Portal
}
var position = _connectingTeleporter.Transform.Coordinates;
var soundPlayer = EntitySystem.Get<AudioSystem>();
// Departure
// Do we need to rate-limit sounds to stop ear BLAST?
soundPlayer.PlayAtCoords(_departureSound, entity.Transform.Coordinates);
SoundSystem.Play(Filter.Pvs(entity), _departureSound, entity.Transform.Coordinates);
entity.Transform.Coordinates = position;
soundPlayer.PlayAtCoords(_arrivalSound, entity.Transform.Coordinates);
SoundSystem.Play(Filter.Pvs(entity), _arrivalSound, entity.Transform.Coordinates);
TryChangeState(PortalState.RecentlyTeleported);
// To stop spam teleporting. Could potentially look at adding a timer to flush this from the portal