Files
tbd-station-14/Content.Server/Speech/SpeechNoiseSystem.cs
slarticodefast 1469b9484d Add virtual chat API methods in Shared (#40895)
* move chat stuff to shared

* refactor: using cleanup +whitespaces + xml-doc

* review

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-10-19 19:08:27 +00:00

77 lines
2.6 KiB
C#

using Content.Shared.Chat;
using Content.Shared.Speech;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Speech
{
public sealed class SpeechSoundSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SpeechComponent, EntitySpokeEvent>(OnEntitySpoke);
}
public SoundSpecifier? GetSpeechSound(Entity<SpeechComponent> ent, string message)
{
if (ent.Comp.SpeechSounds == null)
return null;
// Play speech sound
SoundSpecifier? contextSound;
var prototype = _protoManager.Index<SpeechSoundsPrototype>(ent.Comp.SpeechSounds);
// Different sounds for ask/exclaim based on last character
contextSound = message[^1] switch
{
'?' => prototype.AskSound,
'!' => prototype.ExclaimSound,
_ => prototype.SaySound
};
// Use exclaim sound if most characters are uppercase.
int uppercaseCount = 0;
for (int i = 0; i < message.Length; i++)
{
if (char.IsUpper(message[i]))
uppercaseCount++;
}
if (uppercaseCount > (message.Length / 2))
{
contextSound = prototype.ExclaimSound;
}
var scale = (float) _random.NextGaussian(1, prototype.Variation);
contextSound.Params = ent.Comp.AudioParams.WithPitchScale(scale);
return contextSound;
}
private void OnEntitySpoke(EntityUid uid, SpeechComponent component, EntitySpokeEvent args)
{
if (component.SpeechSounds == null)
return;
var currentTime = _gameTiming.CurTime;
var cooldown = TimeSpan.FromSeconds(component.SoundCooldownTime);
// Ensure more than the cooldown time has passed since last speaking
if (currentTime - component.LastTimeSoundPlayed < cooldown)
return;
var sound = GetSpeechSound((uid, component), args.Message);
component.LastTimeSoundPlayed = currentTime;
_audio.PlayPvs(sound, uid);
}
}
}