Files
tbd-station-14/Content.Client/GameObjects/EntitySystems/AmbienceSystem.cs
tmtmtl30 57616f6270 removes ambience from the lobby (#3428)
* removes ambience from the lobby

* calls EndAmbience in StartAmbience
2021-03-03 14:47:01 +11:00

96 lines
2.8 KiB
C#

#nullable enable
using Content.Shared.Audio;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Content.Shared;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Client;
using Robust.Client.State;
using Content.Client.State;
namespace Content.Client.GameObjects.EntitySystems
{
[UsedImplicitly]
public class AmbienceSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
private AudioSystem _audioSystem = default!;
private SoundCollectionPrototype _ambientCollection = default!;
private AudioParams _ambientParams = new(-10f, 1, "Master", 0, 0, AudioMixTarget.Stereo, true, 0f);
private IPlayingAudioStream? _ambientStream;
public override void Initialize()
{
base.Initialize();
_audioSystem = EntitySystemManager.GetEntitySystem<AudioSystem>();
_ambientCollection = _prototypeManager.Index<SoundCollectionPrototype>("AmbienceBase");
_configManager.OnValueChanged(CCVars.AmbienceBasicEnabled, AmbienceCVarChanged);
_stateManager.OnStateChanged += StateManagerOnStateChanged;
}
public override void Shutdown()
{
base.Shutdown();
_stateManager.OnStateChanged -= StateManagerOnStateChanged;
}
private void StateManagerOnStateChanged(StateChangedEventArgs args)
{
if (args.NewState is not GameScreen)
{
EndAmbience();
}
else if (_configManager.GetCVar(CCVars.AmbienceBasicEnabled))
{
StartAmbience();
}
}
private void AmbienceCVarChanged(bool ambienceEnabled)
{
if (!ambienceEnabled)
{
EndAmbience();
}
else if (_stateManager.CurrentState is GameScreen)
{
StartAmbience();
}
}
private void StartAmbience()
{
EndAmbience();
var file = _robustRandom.Pick(_ambientCollection.PickFiles);
_ambientStream = _audioSystem.Play(file, _ambientParams);
}
private void EndAmbience()
{
if (_ambientStream == null)
{
return;
}
_ambientStream.Stop();
_ambientStream = null;
}
}
}