using Robust.Shared.Audio.Systems; using Robust.Shared.GameObjects; using Robust.Shared.GameStates; namespace Robust.Shared.Audio.Components; /// /// Marks this entity as being spawned for audio presets in case we need to reload. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(fieldDeltas: true), Access(typeof(SharedAudioSystem))] public sealed partial class AudioPresetComponent : Component { [AutoNetworkedField] public string Preset = string.Empty; }