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OldThink/Content.Shared/Audio/SharedContentAudioSystem.cs

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using Content.Shared.Physics;
using Robust.Shared.Audio;
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using Robust.Shared.Audio.Components;
using Robust.Shared.Audio.Systems;
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namespace Content.Shared.Audio;
public abstract class SharedContentAudioSystem : EntitySystem
{
[Dependency] protected readonly SharedAudioSystem Audio = default!;
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/// <summary>
/// Standard variation to use for sounds.
/// </summary>
public const float DefaultVariation = 0.05f;
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public override void Initialize()
{
base.Initialize();
Audio.OcclusionCollisionMask = (int) CollisionGroup.Impassable;
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}
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protected void SilenceAudio()
{
var query = AllEntityQuery<AudioComponent>();
while (query.MoveNext(out var uid, out var comp))
{
Audio.SetGain(uid, 0f, comp);
}
}
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}