Speech noise fixies (#8023)

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2022-05-08 23:39:51 +10:00
committed by GitHub
parent dc503f3f3f
commit 145c5fdd5b
7 changed files with 36 additions and 70 deletions

View File

@@ -12,69 +12,46 @@ namespace Content.Server.Speech
{
public sealed class SpeechSoundSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharedSpeechComponent, EntitySpokeEvent>(OnEntitySpoke);
SubscribeLocalEvent<SharedSpeechComponent, ComponentStartup>(OnStartup);
}
private void OnStartup(EntityUid uid, SharedSpeechComponent component, ComponentStartup args)
{
//Cache prototype on component startup.
if (_proto.TryIndex(component.SpeechSoundsId, out SpeechSoundsPrototype? speechsnds))
{
if (speechsnds != null)
{
component.SpeechSoundsCache = speechsnds;
}
}
}
private void OnEntitySpoke(EntityUid uid, SharedSpeechComponent component, EntitySpokeEvent args)
{
if (!component.PlaySpeechSound) return;
if (component.SpeechSounds == null) return;
var currentTime = _gameTiming.CurTime;
var cooldown = TimeSpan.FromSeconds(component.SoundCooldownTime);
//Ensure more than the cooldown time has passed since last speaking
if ((_gameTiming.CurTime - component.LastTimeSoundPlayed) < cooldown) return;
//Play speech sound
// Ensure more than the cooldown time has passed since last speaking
if (currentTime - component.LastTimeSoundPlayed < cooldown) return;
if (component.SpeechSoundsCache != null)
// Play speech sound
string contextSound;
var prototype = _protoManager.Index<SpeechSoundsPrototype>(component.SpeechSounds);
// Different sounds for ask/exclaim based on last character
switch (args.Message[^1])
{
//Re-Index sounds prototype if cached proto ID is outdated, allows VV and changing the voice.
if (component.SpeechSoundsCache.ID != component.SpeechSoundsId)
{
if (_proto.TryIndex(component.SpeechSoundsId, out SpeechSoundsPrototype? speechsnds))
{
if (speechsnds != null)
{
component.SpeechSoundsCache = speechsnds;
}
}
}
var contextSound = component.SpeechSoundsCache.SaySound;
//Different sounds for ask/exclaim based on last character
switch (args.Message[args.Message.Length-1])
{
case '?':
contextSound = component.SpeechSoundsCache.AskSound;
break;
case '!':
contextSound = component.SpeechSoundsCache.ExclaimSound;
break;
}
component.LastTimeSoundPlayed = _gameTiming.CurTime;
SoundSystem.Play(Filter.Pvs(uid), contextSound.GetSound(), uid, component.AudioParams);
case '?':
contextSound = prototype.AskSound.GetSound();
break;
case '!':
contextSound = prototype.ExclaimSound.GetSound();
break;
default:
contextSound = prototype.SaySound.GetSound();
break;
}
}
component.LastTimeSoundPlayed = currentTime;
SoundSystem.Play(Filter.Pvs(uid, entityManager: EntityManager), contextSound, uid, component.AudioParams);
}
}
}