* Add UI click sounds * tweaks * Significant cleanup * Audio options and numerous fixes * Fix the remaining UI elements * new click sound --------- Co-authored-by: Kara <lunarautomaton6@gmail.com>
99 lines
2.7 KiB
C#
99 lines
2.7 KiB
C#
using Content.Shared.CCVar;
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using Robust.Client.Audio;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface.Controllers;
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using Robust.Shared.Audio.Sources;
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using Robust.Shared.Configuration;
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namespace Content.Client.Audio;
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public sealed class AudioUIController : UIController
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{
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[Dependency] private readonly IAudioManager _audioManager = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IResourceCache _cache = default!;
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private float _interfaceGain;
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private IAudioSource? _clickSource;
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private IAudioSource? _hoverSource;
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private const float ClickGain = 0.25f;
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private const float HoverGain = 0.05f;
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public override void Initialize()
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{
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base.Initialize();
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/*
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* This exists to load UI sounds outside of the game sim.
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*/
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// No unsub coz never shuts down until program exit.
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_configManager.OnValueChanged(CCVars.UIClickSound, SetClickSound, true);
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_configManager.OnValueChanged(CCVars.UIHoverSound, SetHoverSound, true);
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_configManager.OnValueChanged(CCVars.InterfaceVolume, SetInterfaceVolume, true);
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}
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private void SetInterfaceVolume(float obj)
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{
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_interfaceGain = obj;
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if (_clickSource != null)
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{
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_clickSource.Gain = ClickGain * _interfaceGain;
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}
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if (_hoverSource != null)
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{
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_hoverSource.Gain = HoverGain * _interfaceGain;
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}
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}
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private void SetClickSound(string value)
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{
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if (!string.IsNullOrEmpty(value))
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{
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var resource = _cache.GetResource<AudioResource>(value);
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var source =
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_audioManager.CreateAudioSource(resource);
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if (source != null)
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{
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source.Gain = ClickGain * _interfaceGain;
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source.Global = true;
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}
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_clickSource = source;
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UIManager.SetClickSound(source);
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}
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else
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{
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UIManager.SetClickSound(null);
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}
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}
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private void SetHoverSound(string value)
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{
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if (!string.IsNullOrEmpty(value))
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{
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var hoverResource = _cache.GetResource<AudioResource>(value);
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var hoverSource =
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_audioManager.CreateAudioSource(hoverResource);
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if (hoverSource != null)
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{
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hoverSource.Gain = HoverGain * _interfaceGain;
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hoverSource.Global = true;
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}
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_hoverSource = hoverSource;
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UIManager.SetHoverSound(hoverSource);
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}
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else
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{
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UIManager.SetHoverSound(null);
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}
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}
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}
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