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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@@ -12,10 +12,12 @@ using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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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.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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@@ -257,7 +259,7 @@ namespace Content.Server.GameObjects.Components.Singularity
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// TODO: Move to projectile's code.
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Timer.Spawn(3000, () => projectile.Delete());
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_fireSound, Owner,
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SoundSystem.Play(Filter.Pvs(Owner), _fireSound, Owner,
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AudioHelpers.WithVariation(Variation).WithVolume(Volume).WithMaxDistance(Distance));
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}
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