Unrevert audio (#21330)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
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@@ -50,11 +50,11 @@ public sealed partial class ExplosionSystem : EntitySystem
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comp.Intensity = iterationIntensity;
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comp.SpaceMatrix = spaceMatrix;
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comp.SpaceTileSize = spaceData?.TileSize ?? DefaultTileSize;
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Dirty(comp);
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Dirty(explosionEntity, comp);
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// Light, sound & visuals may extend well beyond normal PVS range. In principle, this should probably still be
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// restricted to something like the same map, but whatever.
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_pvsSys.AddGlobalOverride(explosionEntity);
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_pvsSys.AddGlobalOverride(GetNetEntity(explosionEntity));
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var appearance = AddComp<AppearanceComponent>(explosionEntity);
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_appearance.SetData(explosionEntity, ExplosionAppearanceData.Progress, 1, appearance);
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@@ -20,6 +20,7 @@ using Content.Shared.Throwing;
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using Robust.Server.GameStates;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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@@ -48,6 +49,7 @@ public sealed partial class ExplosionSystem : EntitySystem
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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[Dependency] private readonly PvsOverrideSystem _pvsSys = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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@@ -333,7 +335,7 @@ public sealed partial class ExplosionSystem : EntitySystem
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// play sound.
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var audioRange = iterationIntensity.Count * 5;
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var filter = Filter.Pvs(epicenter).AddInRange(epicenter, audioRange);
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SoundSystem.Play(type.Sound.GetSound(), filter, mapEntityCoords, _audioParams);
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_audio.PlayStatic(type.Sound.GetSound(), filter, mapEntityCoords, true, _audioParams);
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return new Explosion(this,
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type,
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@@ -24,6 +24,7 @@ using Robust.Shared.Physics.Systems;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Audio.Systems;
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namespace Content.Server.Explosion.EntitySystems
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{
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