using Content.Shared.Physics; using Robust.Shared.Audio; using Robust.Shared.Audio.Components; using Robust.Shared.Audio.Systems; namespace Content.Shared.Audio; public abstract class SharedContentAudioSystem : EntitySystem { [Dependency] protected readonly SharedAudioSystem Audio = default!; /// /// Standard variation to use for sounds. /// public const float DefaultVariation = 0.05f; public override void Initialize() { base.Initialize(); Audio.OcclusionCollisionMask = (int) CollisionGroup.Impassable; } protected void SilenceAudio() { var query = AllEntityQuery(); while (query.MoveNext(out var uid, out var comp)) { Audio.SetGain(uid, 0f, comp); } } }