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