* Refactor all audio to use the new SoundSystem. * Update submodule Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
35 lines
1.1 KiB
C#
35 lines
1.1 KiB
C#
using System;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Audio;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Behaviors
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{
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[Serializable]
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[DataDefinition]
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public class PlaySoundCollectionBehavior : IThresholdBehavior
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{
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/// <summary>
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/// Sound collection from which to pick a random sound to play.
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/// </summary>
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[DataField("soundCollection")]
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private string SoundCollection { get; set; } = string.Empty;
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public void Execute(IEntity owner, DestructibleSystem system)
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{
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if (string.IsNullOrEmpty(SoundCollection))
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{
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return;
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}
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var sound = AudioHelpers.GetRandomFileFromSoundCollection(SoundCollection);
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var pos = owner.Transform.Coordinates;
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SoundSystem.Play(Filter.Pvs(pos), sound, pos, AudioHelpers.WithVariation(0.125f));
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}
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}
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}
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