41 lines
1.1 KiB
C#
41 lines
1.1 KiB
C#
using Content.Shared.Sound;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Audio
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{
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[RegisterComponent]
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[NetworkedComponent]
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public sealed class AmbientSoundComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("enabled")]
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public bool Enabled { get; set; } = true;
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[DataField("sound", required: true)]
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public SoundSpecifier Sound = default!;
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/// <summary>
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/// How far away this ambient sound can potentially be heard.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("range")]
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public float Range = 2f;
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/// <summary>
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/// Applies this volume to the sound being played.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("volume")]
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public float Volume = -10f;
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}
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[Serializable, NetSerializable]
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public sealed class AmbientSoundComponentState : ComponentState
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{
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public bool Enabled { get; init; }
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public float Range { get; init; }
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public float Volume { get; init; }
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}
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}
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