* Refactor all audio to use the new SoundSystem. * Update submodule Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
46 lines
1.7 KiB
C#
46 lines
1.7 KiB
C#
using Content.Shared.Audio;
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using Content.Shared.Interfaces.GameObjects.Components;
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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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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Sound
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{
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/// <summary>
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/// Simple sound emitter that emits sound on use in hand
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/// </summary>
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[RegisterComponent]
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public class EmitSoundOnUseComponent : Component, IUse
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{
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/// <inheritdoc />
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///
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public override string Name => "EmitSoundOnUse";
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[ViewVariables(VVAccess.ReadWrite)] [DataField("sound")] public string? _soundName;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("variation")] public float _pitchVariation;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("semitoneVariation")] public int _semitoneVariation;
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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if (!string.IsNullOrWhiteSpace(_soundName))
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{
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if (_pitchVariation > 0.0)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioHelpers.WithVariation(_pitchVariation).WithVolume(-2f));
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return true;
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}
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if (_semitoneVariation > 0)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioHelpers.WithSemitoneVariation(_semitoneVariation).WithVolume(-2f));
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return true;
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}
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SoundSystem.Play(Filter.Pvs(Owner), _soundName, Owner, AudioParams.Default.WithVolume(-2f));
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return true;
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}
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return false;
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}
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}
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}
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