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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@@ -4,9 +4,11 @@ using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Projectiles;
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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.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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@@ -63,13 +65,15 @@ namespace Content.Server.GameObjects.Components.Projectiles
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return;
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}
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var coordinates = otherBody.Entity.Transform.Coordinates;
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var playerFilter = Filter.Pvs(coordinates);
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if (otherBody.Entity.TryGetComponent(out IDamageableComponent? damage) && _soundHitSpecies != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, otherBody.Entity.Transform.Coordinates);
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SoundSystem.Play(playerFilter, _soundHitSpecies, coordinates);
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}
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else if (_soundHit != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, otherBody.Entity.Transform.Coordinates);
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SoundSystem.Play(playerFilter, _soundHit, coordinates);
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}
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if (damage != null)
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