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

@@ -2,11 +2,13 @@ using System;
using Content.Shared.Damage;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.GameObjects.Components.Projectiles
@@ -82,7 +84,8 @@ namespace Content.Server.GameObjects.Components.Projectiles
{
// TODO: No wall component so ?
var offset = angle.ToVec().Normalized / 2;
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitWall, user.Transform.Coordinates.Offset(offset));
var coordinates = user.Transform.Coordinates.Offset(offset);
SoundSystem.Play(Filter.Pvs(coordinates), _soundHitWall, coordinates);
}
Owner.SpawnTimer((int) _deathTime.TotalMilliseconds, () =>