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

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