Footstep SFX are played on entity coordinates, instead of following the entity.
This prevents client-side "can't play sound" spam when the entity is NaN'd due to PVS.
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@@ -88,7 +88,7 @@ namespace Content.Server.Actions
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return;
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}
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SoundSystem.Play(Filter.Pvs(args.Performer), "/Audio/Effects/thudswoosh.ogg", args.Performer,
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SoundSystem.Play(Filter.Pvs(args.Performer), "/Audio/Effects/thudswoosh.ogg", args.Performer.Transform.Coordinates,
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AudioHelpers.WithVariation(0.025f));
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}
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}
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@@ -31,7 +31,7 @@ namespace Content.Server.GameObjects.Components.Sound
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{
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var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(_soundCollectionName);
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var file = _footstepRandom.Pick(soundCollection.PickFiles);
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SoundSystem.Play(Filter.Pvs(Owner), file, Owner, AudioParams.Default.WithVolume(-2f));
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SoundSystem.Play(Filter.Pvs(Owner), file, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2f));
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}
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}
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}
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@@ -187,7 +187,7 @@ namespace Content.Server.Physics.Controllers
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SoundSystem.Play(
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Filter.Pvs(coordinates),
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_robustRandom.Pick(soundCollection.PickFiles),
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mover,
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mover.Transform.Coordinates,
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sprinting ? AudioParams.Default.WithVolume(0.75f) : null);
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}
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}
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