SoundSystem Improvements (#3697)
* Refactor all audio to use the new SoundSystem. * Update submodule Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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@@ -13,12 +13,14 @@ using Content.Shared.Audio;
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using Content.Shared.Maps;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.ViewVariables;
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@@ -189,8 +191,11 @@ namespace Content.Server.Atmos
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if(PressureDifference > 15)
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{
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if(_soundCooldown == 0)
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EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Effects/space_wind.ogg",
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GridIndices.ToEntityCoordinates(GridIndex, _mapManager), AudioHelpers.WithVariation(0.125f).WithVolume(MathHelper.Clamp(PressureDifference / 10, 10, 100)));
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{
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var coordinates = GridIndices.ToEntityCoordinates(GridIndex, _mapManager);
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SoundSystem.Play(Filter.Pvs(coordinates), "/Audio/Effects/space_wind.ogg",
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coordinates, AudioHelpers.WithVariation(0.125f).WithVolume(MathHelper.Clamp(PressureDifference / 10, 10, 100)));
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}
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}
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foreach (var entity in _gridTileLookupSystem.GetEntitiesIntersecting(GridIndex, GridIndices))
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