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.
This commit is contained in:
Vera Aguilera Puerto
2021-05-12 14:50:02 +02:00
parent 722087f92a
commit f0c1efed9b
3 changed files with 3 additions and 3 deletions

View File

@@ -88,7 +88,7 @@ namespace Content.Server.Actions
return;
}
SoundSystem.Play(Filter.Pvs(args.Performer), "/Audio/Effects/thudswoosh.ogg", args.Performer,
SoundSystem.Play(Filter.Pvs(args.Performer), "/Audio/Effects/thudswoosh.ogg", args.Performer.Transform.Coordinates,
AudioHelpers.WithVariation(0.025f));
}
}

View File

@@ -31,7 +31,7 @@ namespace Content.Server.GameObjects.Components.Sound
{
var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(_soundCollectionName);
var file = _footstepRandom.Pick(soundCollection.PickFiles);
SoundSystem.Play(Filter.Pvs(Owner), file, Owner, AudioParams.Default.WithVolume(-2f));
SoundSystem.Play(Filter.Pvs(Owner), file, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2f));
}
}
}

View File

@@ -187,7 +187,7 @@ namespace Content.Server.Physics.Controllers
SoundSystem.Play(
Filter.Pvs(coordinates),
_robustRandom.Pick(soundCollection.PickFiles),
mover,
mover.Transform.Coordinates,
sprinting ? AudioParams.Default.WithVolume(0.75f) : null);
}
}