using Content.Shared.Audio; using Content.Shared.Interfaces.GameObjects.Components; using Robust.Server.GameObjects.EntitySystems; using Robust.Shared.Audio; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Serialization; namespace Content.Server.GameObjects.Components.Sound { /// /// Simple sound emitter that emits sound on use in hand /// [RegisterComponent] public class EmitSoundOnUseComponent : Component, IUse { /// /// public override string Name => "EmitSoundOnUse"; public string _soundName; public float _pitchVariation; public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); serializer.DataField(ref _soundName, "sound", string.Empty); serializer.DataField(ref _pitchVariation, "variation", 0.0f); } bool IUse.UseEntity(UseEntityEventArgs eventArgs) { if (!string.IsNullOrWhiteSpace(_soundName)) { if (_pitchVariation > 0.0) { EntitySystem.Get().PlayFromEntity(_soundName, Owner, AudioHelpers.WithVariation(_pitchVariation).WithVolume(-2f)); return true; } EntitySystem.Get().PlayFromEntity(_soundName, Owner, AudioParams.Default.WithVolume(-2f)); return true; } return false; } } }