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:
Acruid
2021-03-21 09:12:03 -07:00
committed by GitHub
parent d4030edff6
commit 9459400002
104 changed files with 401 additions and 279 deletions

View File

@@ -3,7 +3,9 @@ using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -44,7 +46,6 @@ namespace Content.Server.GameObjects.Components.Interactable
[DataField("tools")] private List<ToolEntry> _tools = new();
private int _currentTool = 0;
private AudioSystem _audioSystem = default!;
private ToolComponent? _tool;
private SpriteComponent? _sprite;
@@ -53,9 +54,6 @@ namespace Content.Server.GameObjects.Components.Interactable
base.Initialize();
Owner.TryGetComponent(out _tool);
Owner.TryGetComponent(out _sprite);
_audioSystem = EntitySystem.Get<AudioSystem>();
SetTool();
}
@@ -65,7 +63,7 @@ namespace Content.Server.GameObjects.Components.Interactable
SetTool();
var current = _tools[_currentTool];
if(!string.IsNullOrEmpty(current.ChangeSound))
_audioSystem.PlayFromEntity(current.ChangeSound, Owner);
SoundSystem.Play(Filter.Pvs(Owner), current.ChangeSound, Owner);
}
private void SetTool()