* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
122 lines
3.6 KiB
C#
122 lines
3.6 KiB
C#
#nullable enable
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using System;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Sound
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{
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public class SharedLoopingSoundComponent : Component
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{
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public override string Name => "LoopingSound";
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public override uint? NetID => ContentNetIDs.SOUND;
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/// <summary>
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/// Stops all sounds.
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/// </summary>
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public virtual void StopAllSounds()
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{}
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/// <summary>
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/// Stops a certain scheduled sound from playing.
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/// </summary>
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public virtual void StopScheduledSound(string filename)
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{}
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/// <summary>
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/// Adds an scheduled sound to be played.
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/// </summary>
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public virtual void AddScheduledSound(ScheduledSound scheduledSound)
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{}
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/// <summary>
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/// Play an audio file following the entity.
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/// </summary>
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/// <param name="filename">The resource path to the OGG Vorbis file to play.</param>
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public void Play(string filename, AudioParams? audioParams = null)
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{
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AddScheduledSound(new ScheduledSound()
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{
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Filename = filename,
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AudioParams = audioParams,
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});
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}
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}
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[NetSerializable, Serializable]
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public class ScheduledSoundMessage : ComponentMessage
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{
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public ScheduledSound Schedule = new();
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public ScheduledSoundMessage()
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{
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Directed = true;
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}
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}
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[NetSerializable, Serializable]
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public class StopSoundScheduleMessage : ComponentMessage
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{
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public string Filename = string.Empty;
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public StopSoundScheduleMessage()
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{
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Directed = true;
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}
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}
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[NetSerializable, Serializable]
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public class StopAllSoundsMessage : ComponentMessage
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{
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public StopAllSoundsMessage()
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{
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Directed = true;
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}
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}
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[Serializable, NetSerializable]
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public class ScheduledSound : IExposeData
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{
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public string Filename = "";
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/// <summary>
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/// The parameters to play the sound with.
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/// </summary>
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public AudioParams? AudioParams;
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/// <summary>
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/// Delay in milliseconds before playing the sound,
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/// and delay between repetitions if Times is not 0.
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/// </summary>
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public uint Delay = 0;
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/// <summary>
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/// Maximum number of milliseconds to add to the delay randomly.
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/// Useful for random ambience noises. Generated value differs from client to client.
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/// </summary>
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public uint RandomDelay = 0;
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/// <summary>
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/// How many times to repeat the sound. If it's 0, it will play the sound once.
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/// If it's less than 0, it will repeat the sound indefinitely.
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/// If it's greater than 0, it will play the sound n+1 times.
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/// </summary>
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public int Times = 0;
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/// <summary>
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/// Whether the sound will play or not.
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/// </summary>
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public bool Play = true;
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void IExposeData.ExposeData(ObjectSerializer serializer)
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{
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if (serializer.Writing)
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return;
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Filename = serializer.ReadDataField("filename", "");
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Delay = serializer.ReadDataField("delay", 0u);
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RandomDelay = serializer.ReadDataField("randomdelay", 0u);
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Times = serializer.ReadDataField("times", 0);
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AudioParams = serializer.ReadDataField("audioparams", Robust.Shared.Audio.AudioParams.Default);
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}
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}
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}
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