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.
This commit is contained in:
metalgearsloth
2024-12-20 22:51:17 +11:00
committed by GitHub
parent 864c2257b0
commit a2912e3922
2 changed files with 64 additions and 0 deletions

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using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
/// <summary>
/// Plays a sound whenever InputMover is running.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class MovementSoundComponent : Component
{
/// <summary>
/// Sound to play when InputMover has inputs.
/// </summary>
[DataField(required: true), AutoNetworkedField]
public SoundSpecifier? Sound;
[DataField, AutoNetworkedField]
public EntityUid? SoundEntity;
}

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using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Movement.Systems;
/// <summary>
/// Plays a sound on MoveInputEvent.
/// </summary>
public sealed class MovementSoundSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MovementSoundComponent, MoveInputEvent>(OnMoveInput);
}
private void OnMoveInput(Entity<MovementSoundComponent> ent, ref MoveInputEvent args)
{
if (!_timing.IsFirstTimePredicted)
return;
var oldMoving = (SharedMoverController.GetNormalizedMovement(args.OldMovement) & MoveButtons.AnyDirection) != MoveButtons.None;
var moving = (SharedMoverController.GetNormalizedMovement(args.Entity.Comp.HeldMoveButtons) & MoveButtons.AnyDirection) != MoveButtons.None;
if (oldMoving == moving)
return;
if (moving)
{
DebugTools.Assert(ent.Comp.SoundEntity == null);
ent.Comp.SoundEntity = _audio.PlayPredicted(ent.Comp.Sound, ent.Owner, ent.Owner)?.Entity;
}
else
{
ent.Comp.SoundEntity = _audio.Stop(ent.Comp.SoundEntity);
}
}
}