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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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Chemistry;
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using Content.Shared.Interfaces;
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@@ -10,6 +10,8 @@ using Robust.Shared.Serialization;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -165,7 +167,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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if (!string.IsNullOrWhiteSpace(_pickupSound))
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{
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_pickupSound, Owner);
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SoundSystem.Play(Filter.Pvs(Owner), _pickupSound, Owner);
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}
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return true;
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