* Give 'em something to talk about * Wire panel visuals * Wire graphics tweak * More ads and thanks * More ads for a noisy arcade * New screen for space villain machines * Implement EmitSoundIntervalComponent and a bunch of arcade noises * Require power for sounds * Allow earlier startup intervals * Orange glow * Audio attributions * Include the PR link * Replace EmitSoundInterval with expanded SpamEmitSound * Remove pacman-themed arcade sounds * Documentation good. * Updated methods to use Entity<T> * Refactored SpamEmitSound to get rid of accumulator and chance. * Fixed prewarm logic * Moved stuff to Shared * Fix outdated YAML * Better prediction, auto pause handling * Make enable/disable reset the timer instead of trying to save it.
32 lines
978 B
C#
32 lines
978 B
C#
using Robust.Shared.Audio;
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namespace Content.Shared.Bed.Sleep;
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[RegisterComponent]
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public sealed partial class SleepEmitSoundComponent : Component
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{
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/// <summary>
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/// Sound to play when sleeping
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier Snore = new SoundCollectionSpecifier("Snores", AudioParams.Default.WithVariation(0.2f));
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/// <summary>
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/// Minimum interval between snore attempts in seconds
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan Interval = TimeSpan.FromSeconds(5);
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/// <summary>
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/// Maximum interval between snore attempts in seconds
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan MaxInterval = TimeSpan.FromSeconds(15);
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/// <summary>
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/// Popup for snore (e.g. Zzz...)
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public LocId PopUp = "sleep-onomatopoeia";
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}
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