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

@@ -1,4 +1,4 @@
#nullable enable
#nullable enable
using System;
using Content.Server.Utility;
using Content.Shared.Audio;
@@ -10,9 +10,11 @@ using Content.Server.GameObjects.Components.Destructible;
using Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
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.Serialization;
using Robust.Shared.Timing;
@@ -129,8 +131,8 @@ namespace Content.Server.GameObjects.Components
return false;
}
EntitySystem.Get<AudioSystem>()
.PlayAtCoords("/Audio/Effects/glass_knock.ogg", eventArgs.Target.Transform.Coordinates, AudioHelpers.WithVariation(0.05f));
SoundSystem.Play(Filter.Pvs(eventArgs.Target), "/Audio/Effects/glass_knock.ogg",
eventArgs.Target.Transform.Coordinates, AudioHelpers.WithVariation(0.05f));
eventArgs.Target.PopupMessageEveryone(Loc.GetString("comp-window-knock"));
_lastKnockTime = _gameTiming.CurTime;