Fires now play a sound effect. (#6138)
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@@ -9,25 +9,31 @@ using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Atmos.EntitySystems
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{
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public partial class AtmosphereSystem
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{
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private const int SpaceWindSoundCooldownCycles = 75;
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private int _spaceWindSoundCooldown = 0;
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[ViewVariables(VVAccess.ReadWrite)]
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public string? SpaceWindSound { get; private set; } = "/Audio/Effects/space_wind.ogg";
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private void HighPressureMovements(GridAtmosphereComponent gridAtmosphere, TileAtmosphere tile)
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{
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// TODO ATMOS finish this
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if(tile.PressureDifference > 15)
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// Don't play the space wind sound on tiles that are on fire...
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if(tile.PressureDifference > 15 && !tile.Hotspot.Valid)
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{
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if(_spaceWindSoundCooldown == 0)
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if(_spaceWindSoundCooldown == 0 && !string.IsNullOrEmpty(SpaceWindSound))
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{
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var coordinates = tile.GridIndices.ToEntityCoordinates(tile.GridIndex, _mapManager);
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if(!string.IsNullOrEmpty(SpaceWindSound))
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SoundSystem.Play(Filter.Pvs(coordinates), SpaceWindSound, coordinates,
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AudioHelpers.WithVariation(0.125f).WithVolume(MathHelper.Clamp(tile.PressureDifference / 10, 10, 100)));
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SoundSystem.Play(Filter.Pvs(coordinates), SpaceWindSound, coordinates,
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AudioHelpers.WithVariation(0.125f).WithVolume(MathHelper.Clamp(tile.PressureDifference / 10, 10, 100)));
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}
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}
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@@ -51,8 +57,7 @@ namespace Content.Server.Atmos.EntitySystems
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// TODO ATMOS Do space wind graphics here!
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}
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_spaceWindSoundCooldown++;
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if (_spaceWindSoundCooldown > 75)
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if (_spaceWindSoundCooldown++ > SpaceWindSoundCooldownCycles)
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_spaceWindSoundCooldown = 0;
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}
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