SoundSystem Improvements (#3697)
* Refactor all audio to use the new SoundSystem. * Update submodule Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
@@ -10,11 +10,13 @@ using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
|
||||
using Content.Shared.Interfaces;
|
||||
using Content.Shared.Interfaces.GameObjects.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
@@ -162,7 +164,7 @@ namespace Content.Server.GameObjects.Components.Fluids
|
||||
//Play sound
|
||||
if (!string.IsNullOrEmpty(_spraySound))
|
||||
{
|
||||
EntitySystem.Get<AudioSystem>().PlayFromEntity(_spraySound, Owner, AudioHelpers.WithVariation(0.125f));
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _spraySound, Owner, AudioHelpers.WithVariation(0.125f));
|
||||
}
|
||||
|
||||
_lastUseTime = curTime;
|
||||
|
||||
Reference in New Issue
Block a user