using Content.Shared.Physics; namespace Content.Shared.Audio; public abstract class SharedContentAudioSystem : EntitySystem { [Dependency] private 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; } }