Reorders Sound Systems signatures to match Popup Systems. (#8728)
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@@ -96,8 +96,8 @@ namespace Content.Server.Atmos.EntitySystems
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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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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(SpaceWindSound, Filter.Pvs(coordinates),
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coordinates, AudioHelpers.WithVariation(0.125f).WithVolume(MathHelper.Clamp(tile.PressureDifference / 10, 10, 100)));
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}
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}
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@@ -84,8 +84,8 @@ namespace Content.Server.Atmos.EntitySystems
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// A few details on the audio parameters for fire.
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// The greater the fire state, the lesser the pitch variation.
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// The greater the fire state, the greater the volume.
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SoundSystem.Play(Filter.Pvs(coordinates), HotspotSound, coordinates,
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AudioHelpers.WithVariation(0.15f/tile.Hotspot.State).WithVolume(-5f + 5f * tile.Hotspot.State));
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SoundSystem.Play(HotspotSound, Filter.Pvs(coordinates),
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coordinates, AudioHelpers.WithVariation(0.15f/tile.Hotspot.State).WithVolume(-5f + 5f * tile.Hotspot.State));
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}
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if (_hotspotSoundCooldown > HotspotSoundCooldownCycles)
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