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);
}
}
}