Networks speech and removes the shared prefix from emoting. I have no idea if emoting is even being used or plan to be used in the interim.
73 lines
2.6 KiB
C#
73 lines
2.6 KiB
C#
using Robust.Shared.Audio;
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using Content.Server.Chat;
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using Content.Server.Chat.Systems;
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using Content.Shared.Speech;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Random;
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namespace Content.Server.Speech
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{
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public sealed class SpeechSoundSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpeechComponent, EntitySpokeEvent>(OnEntitySpoke);
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}
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private void OnEntitySpoke(EntityUid uid, SpeechComponent component, EntitySpokeEvent args)
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{
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if (component.SpeechSounds == null) return;
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var currentTime = _gameTiming.CurTime;
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var cooldown = TimeSpan.FromSeconds(component.SoundCooldownTime);
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// Ensure more than the cooldown time has passed since last speaking
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if (currentTime - component.LastTimeSoundPlayed < cooldown) return;
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// Play speech sound
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string contextSound;
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var prototype = _protoManager.Index<SpeechSoundsPrototype>(component.SpeechSounds);
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var message = args.Message;
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// Different sounds for ask/exclaim based on last character
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switch (args.Message[^1])
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{
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case '?':
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contextSound = prototype.AskSound.GetSound();
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break;
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case '!':
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contextSound = prototype.ExclaimSound.GetSound();
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break;
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default:
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contextSound = prototype.SaySound.GetSound();
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break;
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}
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// Use exclaim sound if most characters are uppercase.
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int uppercaseCount = 0;
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for (int i = 0; i < message.Length; i++)
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{
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if (char.IsUpper(message[i])) uppercaseCount++;
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}
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if (uppercaseCount > (message.Length / 2))
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{
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contextSound = contextSound = prototype.ExclaimSound.GetSound();
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}
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var scale = (float) _random.NextGaussian(1, prototype.Variation);
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var pitchedAudioParams = component.AudioParams.WithPitchScale(scale);
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component.LastTimeSoundPlayed = currentTime;
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SoundSystem.Play(contextSound, Filter.Pvs(uid, entityManager: EntityManager), uid, pitchedAudioParams);
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}
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}
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}
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