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(); }