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