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