* fix: lobby music volume will be changed on options change without restart (also lobby music not looped anymore) * refactor: now lobby music is part of ContentAudioSystem. Lobby playlist is used instead of single track. Client now selects next lobby soundtrack after previous finished. * refactor: incapsulated info on current lobby track in simple record * refactor: fixed inconsistent naming between song and soundtrack for lobbymusic * refactor: xml-doc for LobbyPlaylistChangedEvent * fix: inverted invalid _audio.PlayGlobal check to return only if lobby soundtrack play call failed --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
87 lines
2.9 KiB
C#
87 lines
2.9 KiB
C#
using System.Linq;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Events;
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using Content.Shared.Audio;
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using Content.Shared.Audio.Events;
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using Content.Shared.GameTicking;
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using Robust.Server.Audio;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Audio;
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public sealed class ContentAudioSystem : SharedContentAudioSystem
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{
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[ValidatePrototypeId<SoundCollectionPrototype>]
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private const string LobbyMusicCollection = "LobbyMusic";
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[Dependency] private readonly AudioSystem _serverAudio = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private SoundCollectionPrototype _lobbyMusicCollection = default!;
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private string[]? _lobbyPlaylist;
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public override void Initialize()
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{
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base.Initialize();
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_lobbyMusicCollection = _prototypeManager.Index<SoundCollectionPrototype>(LobbyMusicCollection);
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_lobbyPlaylist = ShuffleLobbyPlaylist();
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SubscribeLocalEvent<RoundEndMessageEvent>(OnRoundEnd);
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SubscribeLocalEvent<PlayerJoinedLobbyEvent>(OnPlayerJoinedLobby);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundCleanup);
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SubscribeLocalEvent<RoundStartingEvent>(OnRoundStart);
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SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnProtoReload);
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}
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private void OnRoundCleanup(RoundRestartCleanupEvent ev)
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{
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SilenceAudio();
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}
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private void OnProtoReload(PrototypesReloadedEventArgs obj)
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{
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if (obj.WasModified<AudioPresetPrototype>())
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_serverAudio.ReloadPresets();
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}
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private void OnRoundStart(RoundStartingEvent ev)
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{
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// On cleanup all entities get purged so need to ensure audio presets are still loaded
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// yeah it's whacky af.
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_serverAudio.ReloadPresets();
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}
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private void OnPlayerJoinedLobby(PlayerJoinedLobbyEvent ev)
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{
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if (_lobbyPlaylist != null)
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{
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var session = ev.PlayerSession;
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RaiseNetworkEvent(new LobbyPlaylistChangedEvent(_lobbyPlaylist), session);
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}
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}
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private void OnRoundEnd(RoundEndMessageEvent ev)
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{
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// The lobby song is set here instead of in RestartRound,
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// because ShowRoundEndScoreboard triggers the start of the music playing
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// at the end of a round, and this needs to be set before RestartRound
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// in order for the lobby song status display to be accurate.
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_lobbyPlaylist = ShuffleLobbyPlaylist();
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RaiseNetworkEvent(new LobbyPlaylistChangedEvent(_lobbyPlaylist));
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}
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private string[] ShuffleLobbyPlaylist()
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{
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var playlist = _lobbyMusicCollection.PickFiles
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.Select(x => x.ToString())
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.ToArray();
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_robustRandom.Shuffle(playlist);
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return playlist;
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}
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}
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