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

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