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