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

@@ -1,8 +1,8 @@
using Content.Shared.Audio;
using Content.Shared.Audio;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
@@ -28,15 +28,15 @@ namespace Content.Server.GameObjects.Components.Sound
{
if (_pitchVariation > 0.0)
{
EntitySystem.Get<AudioSystem>().PlayFromEntity(_soundName, Owner, AudioHelpers.WithVariation(_pitchVariation).WithVolume(-2f));
SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioHelpers.WithVariation(_pitchVariation).WithVolume(-2f));
return true;
}
if (_semitoneVariation > 0)
{
EntitySystem.Get<AudioSystem>().PlayFromEntity(_soundName, Owner, AudioHelpers.WithSemitoneVariation(_semitoneVariation).WithVolume(-2f));
SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioHelpers.WithSemitoneVariation(_semitoneVariation).WithVolume(-2f));
return true;
}
EntitySystem.Get<AudioSystem>().PlayFromEntity(_soundName, Owner, AudioParams.Default.WithVolume(-2f));
SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioParams.Default.WithVolume(-2f));
return true;
}
return false;