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