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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@@ -8,11 +8,13 @@ using Content.Shared.GameObjects.Components.Items;
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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.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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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.Timing;
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using Robust.Shared.ViewVariables;
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@@ -85,15 +87,14 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
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var entities = ArcRayCast(eventArgs.User.Transform.WorldPosition, angle, eventArgs.User);
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var audioSystem = EntitySystem.Get<AudioSystem>();
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if (entities.Count != 0)
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{
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audioSystem.PlayFromEntity(_hitSound, entities.First());
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SoundSystem.Play(Filter.Pvs(Owner), _hitSound, entities.First());
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}
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else
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{
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audioSystem.PlayFromEntity(_missSound, eventArgs.User);
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SoundSystem.Play(Filter.Pvs(Owner), _missSound, eventArgs.User);
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}
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var hitEntities = new List<IEntity>();
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@@ -141,14 +142,13 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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var diff = eventArgs.ClickLocation.ToMapPos(Owner.EntityManager) - location.ToMapPos(Owner.EntityManager);
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var angle = Angle.FromWorldVec(diff);
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var audioSystem = EntitySystem.Get<AudioSystem>();
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if (target != null)
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{
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audioSystem.PlayFromEntity(_hitSound, target);
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SoundSystem.Play(Filter.Pvs(Owner), _hitSound, target);
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}
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else
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{
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audioSystem.PlayFromEntity(_missSound, eventArgs.User);
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SoundSystem.Play(Filter.Pvs(Owner), _missSound, eventArgs.User);
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return false;
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}
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