using Robust.Client.Audio; using Robust.Client.Audio.Midi; using Robust.Shared.GameObjects; using Robust.Shared.IoC; namespace Robust.Client.GameObjects { public sealed partial class MidiSystem : EntitySystem { [Dependency] private IMidiManager _midiManager = default!; public override void Initialize() { base.Initialize(); // AudioSystem sets eye position and rotation so rely on those. UpdatesAfter.Add(typeof(AudioSystem)); } public override void FrameUpdate(float frameTime) { base.FrameUpdate(frameTime); _midiManager.FrameUpdate(frameTime); } } }