using Content.Server.Power.Components; using Content.Shared.Audio; using Robust.Shared.GameObjects; namespace Content.Server.Audio { public sealed class AmbientSoundSystem : SharedAmbientSoundSystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(HandlePowerChange); } private void HandlePowerChange(EntityUid uid, AmbientOnPoweredComponent component, PowerChangedEvent args) { if (!ComponentManager.TryGetComponent(uid, out var ambientSound)) return; if (ambientSound.Enabled == args.Powered) return; ambientSound.Enabled = args.Powered; ambientSound.Dirty(); } } }