Re-organize all projects (#4166)
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117
Content.Shared/Sound/SharedLoopingSoundComponent.cs
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117
Content.Shared/Sound/SharedLoopingSoundComponent.cs
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#nullable enable
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using System;
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using Content.Shared.NetIDs;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Shared.Sound
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{
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public class SharedLoopingSoundComponent : Component
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{
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public override string Name => "LoopingSound";
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public override uint? NetID => ContentNetIDs.SOUND;
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/// <summary>
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/// Stops all sounds.
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/// </summary>
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public virtual void StopAllSounds()
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{}
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/// <summary>
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/// Stops a certain scheduled sound from playing.
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/// </summary>
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public virtual void StopScheduledSound(string filename)
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{}
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/// <summary>
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/// Adds an scheduled sound to be played.
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/// </summary>
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public virtual void AddScheduledSound(ScheduledSound scheduledSound)
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{}
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/// <summary>
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/// Play an audio file following the entity.
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/// </summary>
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/// <param name="filename">The resource path to the OGG Vorbis file to play.</param>
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public void Play(string filename, AudioParams? audioParams = null)
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{
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AddScheduledSound(new ScheduledSound()
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{
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Filename = filename,
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AudioParams = audioParams,
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});
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}
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}
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[NetSerializable, Serializable]
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public class ScheduledSoundMessage : ComponentMessage
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{
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public ScheduledSound Schedule = new();
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public ScheduledSoundMessage()
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{
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Directed = true;
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}
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}
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[NetSerializable, Serializable]
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public class StopSoundScheduleMessage : ComponentMessage
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{
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public string Filename = string.Empty;
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public StopSoundScheduleMessage()
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{
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Directed = true;
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}
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}
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[NetSerializable, Serializable]
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public class StopAllSoundsMessage : ComponentMessage
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{
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public StopAllSoundsMessage()
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{
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Directed = true;
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}
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}
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[Serializable, NetSerializable]
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[DataDefinition]
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public class ScheduledSound
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{
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[DataField("fileName")]
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public string Filename = string.Empty;
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/// <summary>
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/// The parameters to play the sound with.
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/// </summary>
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[DataField("audioparams")]
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public AudioParams? AudioParams;
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/// <summary>
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/// Delay in milliseconds before playing the sound,
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/// and delay between repetitions if Times is not 0.
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/// </summary>
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[DataField("delay")]
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public uint Delay;
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/// <summary>
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/// Maximum number of milliseconds to add to the delay randomly.
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/// Useful for random ambience noises. Generated value differs from client to client.
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/// </summary>
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[DataField("randomdelay")]
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public uint RandomDelay;
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/// <summary>
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/// How many times to repeat the sound. If it's 0, it will play the sound once.
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/// If it's less than 0, it will repeat the sound indefinitely.
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/// If it's greater than 0, it will play the sound n+1 times.
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/// </summary>
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[DataField("times")]
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public int Times;
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/// <summary>
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/// Whether the sound will play or not.
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/// </summary>
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public bool Play = true;
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}
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}
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