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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@@ -14,6 +14,7 @@ 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.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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@@ -187,7 +188,7 @@ namespace Content.Server.GameObjects.Components.VendingMachines
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Owner.EntityManager.SpawnEntity(id, Owner.Transform.Coordinates);
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});
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_soundVend, Owner, AudioParams.Default.WithVolume(-2f));
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SoundSystem.Play(Filter.Pvs(Owner), _soundVend, Owner, AudioParams.Default.WithVolume(-2f));
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}
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private void TryEject(string id, IEntity? sender)
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@@ -206,7 +207,7 @@ namespace Content.Server.GameObjects.Components.VendingMachines
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private void Deny()
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{
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_soundDeny, Owner, AudioParams.Default.WithVolume(-2f));
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SoundSystem.Play(Filter.Pvs(Owner), _soundDeny, Owner, AudioParams.Default.WithVolume(-2f));
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// Play the Deny animation
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TrySetVisualState(VendingMachineVisualState.Deny);
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