Files
tbd-station-14/Content.Shared/GameObjects/Components/Sound/SharedLoopingSoundComponent.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

121 lines
3.5 KiB
C#

using System;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Sound
{
public class SharedLoopingSoundComponent : Component
{
public override string Name => "LoopingSound";
public override uint? NetID => ContentNetIDs.SOUND;
/// <summary>
/// Stops all sounds.
/// </summary>
public virtual void StopAllSounds()
{}
/// <summary>
/// Stops a certain scheduled sound from playing.
/// </summary>
public virtual void StopScheduledSound(string filename)
{}
/// <summary>
/// Adds an scheduled sound to be played.
/// </summary>
public virtual void AddScheduledSound(ScheduledSound scheduledSound)
{}
/// <summary>
/// Play an audio file following the entity.
/// </summary>
/// <param name="filename">The resource path to the OGG Vorbis file to play.</param>
public void Play(string filename, AudioParams? audioParams = null)
{
AddScheduledSound(new ScheduledSound()
{
Filename = filename,
AudioParams = audioParams,
});
}
}
[NetSerializable, Serializable]
public class ScheduledSoundMessage : ComponentMessage
{
public ScheduledSound Schedule;
public ScheduledSoundMessage()
{
Directed = true;
}
}
[NetSerializable, Serializable]
public class StopSoundScheduleMessage : ComponentMessage
{
public string Filename;
public StopSoundScheduleMessage()
{
Directed = true;
}
}
[NetSerializable, Serializable]
public class StopAllSoundsMessage : ComponentMessage
{
public StopAllSoundsMessage()
{
Directed = true;
}
}
[Serializable, NetSerializable]
public class ScheduledSound : IExposeData
{
public string Filename = "";
/// <summary>
/// The parameters to play the sound with.
/// </summary>
public AudioParams? AudioParams;
/// <summary>
/// Delay in milliseconds before playing the sound,
/// and delay between repetitions if Times is not 0.
/// </summary>
public uint Delay = 0;
/// <summary>
/// Maximum number of milliseconds to add to the delay randomly.
/// Useful for random ambience noises. Generated value differs from client to client.
/// </summary>
public uint RandomDelay = 0;
/// <summary>
/// How many times to repeat the sound. If it's 0, it will play the sound once.
/// If it's less than 0, it will repeat the sound indefinitely.
/// If it's greater than 0, it will play the sound n+1 times.
/// </summary>
public int Times = 0;
/// <summary>
/// Whether the sound will play or not.
/// </summary>
public bool Play = true;
void IExposeData.ExposeData(ObjectSerializer serializer)
{
if (serializer.Writing)
return;
Filename = serializer.ReadDataField("filename", "");
Delay = serializer.ReadDataField("delay", 0u);
RandomDelay = serializer.ReadDataField("randomdelay", 0u);
Times = serializer.ReadDataField("times", 0);
AudioParams = serializer.ReadDataField("audioparams", Robust.Shared.Audio.AudioParams.Default);
}
}
}