# Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
164 lines
6.2 KiB
C#
164 lines
6.2 KiB
C#
using Content.Shared.Hands;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Maps;
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using Content.Shared.Popups;
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using Content.Shared.Sound.Components;
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using Content.Shared.Throwing;
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using Content.Shared._White.EndOfRoundStats.EmitSoundStatSystem;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared.Sound;
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/// <summary>
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/// Will play a sound on various events if the affected entity has a component derived from BaseEmitSoundComponent
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/// </summary>
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[UsedImplicitly]
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public abstract class SharedEmitSoundSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefMan = default!;
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[Dependency] protected readonly IRobustRandom Random = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmitSoundOnSpawnComponent, MapInitEvent>(OnEmitSpawnOnInit);
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SubscribeLocalEvent<EmitSoundOnLandComponent, LandEvent>(OnEmitSoundOnLand);
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SubscribeLocalEvent<EmitSoundOnUseComponent, UseInHandEvent>(OnEmitSoundOnUseInHand);
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SubscribeLocalEvent<EmitSoundOnThrowComponent, ThrownEvent>(OnEmitSoundOnThrown);
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SubscribeLocalEvent<EmitSoundOnActivateComponent, ActivateInWorldEvent>(OnEmitSoundOnActivateInWorld);
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SubscribeLocalEvent<EmitSoundOnPickupComponent, GotEquippedHandEvent>(OnEmitSoundOnPickup);
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SubscribeLocalEvent<EmitSoundOnDropComponent, DroppedEvent>(OnEmitSoundOnDrop);
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SubscribeLocalEvent<EmitSoundOnInteractUsingComponent, InteractUsingEvent>(OnEmitSoundOnInteractUsing);
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SubscribeLocalEvent<EmitSoundOnCollideComponent, StartCollideEvent>(OnEmitSoundOnCollide);
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}
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private void OnEmitSpawnOnInit(EntityUid uid, EmitSoundOnSpawnComponent component, MapInitEvent args)
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{
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TryEmitSound(uid, component, predict: false);
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}
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private void OnEmitSoundOnLand(EntityUid uid, BaseEmitSoundComponent component, ref LandEvent args)
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{
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if (!args.PlaySound ||
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!TryComp<TransformComponent>(uid, out var xform) ||
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!TryComp<MapGridComponent>(xform.GridUid, out var grid))
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{
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return;
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}
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var tile = grid.GetTileRef(xform.Coordinates);
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// Handle maps being grids (we'll still emit the sound).
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if (xform.GridUid != xform.MapUid && tile.IsSpace(_tileDefMan))
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return;
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// hand throwing not predicted sadly
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TryEmitSound(uid, component, args.User, false);
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}
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private void OnEmitSoundOnUseInHand(EntityUid uid, EmitSoundOnUseComponent component, UseInHandEvent args)
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{
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// Intentionally not checking whether the interaction has already been handled.
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TryEmitSound(uid, component, args.User);
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if (component.Handle)
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args.Handled = true;
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}
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private void OnEmitSoundOnThrown(EntityUid uid, BaseEmitSoundComponent component, ref ThrownEvent args)
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{
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TryEmitSound(uid, component, args.User, false);
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}
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private void OnEmitSoundOnActivateInWorld(EntityUid uid, EmitSoundOnActivateComponent component, ActivateInWorldEvent args)
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{
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// Intentionally not checking whether the interaction has already been handled.
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TryEmitSound(uid, component, args.User);
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if (component.Handle)
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args.Handled = true;
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}
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private void OnEmitSoundOnPickup(EntityUid uid, EmitSoundOnPickupComponent component, GotEquippedHandEvent args)
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{
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TryEmitSound(uid, component, args.User);
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}
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private void OnEmitSoundOnDrop(EntityUid uid, EmitSoundOnDropComponent component, DroppedEvent args)
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{
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TryEmitSound(uid, component, args.User);
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}
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private void OnEmitSoundOnInteractUsing(Entity<EmitSoundOnInteractUsingComponent> ent, ref InteractUsingEvent args)
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{
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if (ent.Comp.Whitelist.IsValid(args.Used, EntityManager))
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{
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TryEmitSound(ent, ent.Comp, args.User);
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}
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}
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protected void TryEmitSound(EntityUid uid, BaseEmitSoundComponent component, EntityUid? user=null, bool predict=true)
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{
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if (component.Sound == null)
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return;
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if (predict)
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{
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_audioSystem.PlayPredicted(component.Sound, uid, user);
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}
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else if (_netMan.IsServer)
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{
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// don't predict sounds that client couldn't have played already
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_audioSystem.PlayPvs(component.Sound, uid);
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}
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if (_netMan.IsServer)
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RaiseLocalEvent(new EmitSoundStatEvent(uid, component.Sound));
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}
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private void OnEmitSoundOnCollide(EntityUid uid, EmitSoundOnCollideComponent component, ref StartCollideEvent args)
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{
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if (!args.OurFixture.Hard ||
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!args.OtherFixture.Hard ||
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!TryComp<PhysicsComponent>(uid, out var physics) ||
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physics.LinearVelocity.Length() < component.MinimumVelocity ||
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Timing.CurTime < component.NextSound ||
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MetaData(uid).EntityPaused)
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{
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return;
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}
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const float MaxVolumeVelocity = 10f;
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const float MinVolume = -10f;
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const float MaxVolume = 2f;
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var fraction = MathF.Min(1f, (physics.LinearVelocity.Length() - component.MinimumVelocity) / MaxVolumeVelocity);
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var volume = MinVolume + (MaxVolume - MinVolume) * fraction;
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component.NextSound = Timing.CurTime + EmitSoundOnCollideComponent.CollideCooldown;
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var sound = component.Sound;
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if (_netMan.IsServer && sound != null)
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{
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_audioSystem.PlayPvs(_audioSystem.GetSound(sound), uid, AudioParams.Default.WithVolume(volume));
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}
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}
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public virtual void SetEnabled(Entity<SpamEmitSoundComponent?> entity, bool enabled)
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{
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}
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}
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