Files
tbd-station-14/Content.Server/Audio/ContentAudioSystem.cs
beesterman 34e12f2c82 Lobby Audio from static to CVar (#38375)
* Changed LobbyMusiccollection over to a Cvar and edited ContentAudioSystem.cs to use Cvar Values

* Addedd Ability to modify the lobbyMusiccollection from the command line

* Fixed changing lobby music while in the round

* Deleted uneeded duplicate line

* Removed additional duplicate lobbyplaylist line

* Alphabatized imports and refactored to use Subs.CVar

* Added error checking and default behaviour to CVar sub.

* Refactored to use TryIndex and Allowed for a empty soundcollection when a sound collection is not found. Edited Cvar comment to reflect changes.

* Made _lobbyMusicCollection nullable and addedd handling for null case where used. Also Changed LobbyMusicCollection Cvar over to audio rather than ambience.

* Update Content.Server/Audio/ContentAudioSystem.cs

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2025-06-25 04:22:28 +02:00

112 lines
3.8 KiB
C#

using System.Linq;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Events;
using Content.Shared.Audio;
using Content.Shared.Audio.Events;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Robust.Server.Audio;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Audio;
public sealed class ContentAudioSystem : SharedContentAudioSystem
{
[Dependency] private readonly AudioSystem _serverAudio = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private SoundCollectionPrototype? _lobbyMusicCollection = default!;
private string[]? _lobbyPlaylist;
public override void Initialize()
{
base.Initialize();
//changes the music collection and reshuffles the playlist to update the lobby music
Subs.CVar(
_cfg,
CCVars.LobbyMusicCollection,
x =>
{
//Checks to see if the sound collection exists. If it does change it if not defaults to null
// as the new _lobbyMusicCollection meaning it wont play anything in the lobby.
if(_prototypeManager.TryIndex<SoundCollectionPrototype>(x, out var outputSoundCollection))
{
_lobbyMusicCollection = outputSoundCollection;
}
else
{
Log.Error($"Invalid Lobby Music sound collection specified: {x}");
_lobbyMusicCollection = null;
}
_lobbyPlaylist = ShuffleLobbyPlaylist();
},
true);
SubscribeLocalEvent<RoundEndMessageEvent>(OnRoundEnd);
SubscribeLocalEvent<PlayerJoinedLobbyEvent>(OnPlayerJoinedLobby);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundCleanup);
SubscribeLocalEvent<RoundStartingEvent>(OnRoundStart);
SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnProtoReload);
}
private void OnRoundCleanup(RoundRestartCleanupEvent ev)
{
SilenceAudio();
}
private void OnProtoReload(PrototypesReloadedEventArgs obj)
{
if (obj.WasModified<AudioPresetPrototype>())
_serverAudio.ReloadPresets();
}
private void OnRoundStart(RoundStartingEvent ev)
{
// On cleanup all entities get purged so need to ensure audio presets are still loaded
// yeah it's whacky af.
_serverAudio.ReloadPresets();
}
private void OnPlayerJoinedLobby(PlayerJoinedLobbyEvent ev)
{
if (_lobbyPlaylist != null)
{
var session = ev.PlayerSession;
RaiseNetworkEvent(new LobbyPlaylistChangedEvent(_lobbyPlaylist), session);
}
}
private void OnRoundEnd(RoundEndMessageEvent ev)
{
// The lobby song is set here instead of in RestartRound,
// because ShowRoundEndScoreboard triggers the start of the music playing
// at the end of a round, and this needs to be set before RestartRound
// in order for the lobby song status display to be accurate.
_lobbyPlaylist = ShuffleLobbyPlaylist();
RaiseNetworkEvent(new LobbyPlaylistChangedEvent(_lobbyPlaylist));
}
private string[] ShuffleLobbyPlaylist()
{
if (_lobbyMusicCollection == null)
{
return [];
}
var playlist = _lobbyMusicCollection.PickFiles
.Select(x => x.ToString())
.ToArray();
_robustRandom.Shuffle(playlist);
return playlist;
}
}