Add MovementSound (#31313)
Mainly useful for medicalborg so you can get a looping sound and not footsteps playing over and over. Didn't actually update medborg because footsteps need updating. Not needed for AI.
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20
Content.Shared/Movement/Components/MovementSoundComponent.cs
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20
Content.Shared/Movement/Components/MovementSoundComponent.cs
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components;
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/// <summary>
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/// Plays a sound whenever InputMover is running.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class MovementSoundComponent : Component
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{
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/// <summary>
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/// Sound to play when InputMover has inputs.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public SoundSpecifier? Sound;
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[DataField, AutoNetworkedField]
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public EntityUid? SoundEntity;
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}
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44
Content.Shared/Movement/Systems/MovementSoundSystem.cs
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44
Content.Shared/Movement/Systems/MovementSoundSystem.cs
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Movement.Systems;
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/// <summary>
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/// Plays a sound on MoveInputEvent.
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/// </summary>
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public sealed class MovementSoundSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MovementSoundComponent, MoveInputEvent>(OnMoveInput);
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}
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private void OnMoveInput(Entity<MovementSoundComponent> ent, ref MoveInputEvent args)
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{
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if (!_timing.IsFirstTimePredicted)
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return;
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var oldMoving = (SharedMoverController.GetNormalizedMovement(args.OldMovement) & MoveButtons.AnyDirection) != MoveButtons.None;
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var moving = (SharedMoverController.GetNormalizedMovement(args.Entity.Comp.HeldMoveButtons) & MoveButtons.AnyDirection) != MoveButtons.None;
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if (oldMoving == moving)
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return;
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if (moving)
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{
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DebugTools.Assert(ent.Comp.SoundEntity == null);
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ent.Comp.SoundEntity = _audio.PlayPredicted(ent.Comp.Sound, ent.Owner, ent.Owner)?.Entity;
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}
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else
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{
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ent.Comp.SoundEntity = _audio.Stop(ent.Comp.SoundEntity);
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}
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}
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}
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