using Robust.Shared.Audio.Effects;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.Audio.Components;
///
/// Can have Audio passed to it to apply effects or filters.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), Access(typeof(SharedAudioSystem))]
public sealed partial class AudioAuxiliaryComponent : Component
{
///
/// Audio effect to attach to this auxiliary audio slot.
///
[DataField, AutoNetworkedField]
public EntityUid? Effect;
[ViewVariables]
internal IAuxiliaryAudio Auxiliary = new DummyAuxiliaryAudio();
}