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

@@ -2,11 +2,13 @@ using Content.Server.GameObjects.Components.Atmos;
using Content.Server.Interfaces.GameTicking;
using Content.Shared.Atmos;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Random;
#nullable enable
@@ -159,7 +161,7 @@ namespace Content.Server.StationEvents
// Don't want it to be so obnoxious as to instantly murder anyone in the area but enough that
// it COULD start potentially start a bigger fire.
atmos?.HotspotExpose(700f, 50f, true);
EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Effects/sparks4.ogg", _targetCoords);
SoundSystem.Play(Filter.Pvs(_targetCoords), "/Audio/Effects/sparks4.ogg", _targetCoords);
}
}