Files
RobustToolbox/Robust.Shared/Audio/SoundSystem.cs
Acruid 06e62b031a SoundSystem (#1604)
* Adds the SoundSystem static proxy class for the AudioSystem.
Added a shared IAudioSystem interface for the future.

* Moved ConnectedClient property from IPlayerSession down to ICommonSession.

* Connected up the SoundSystem to the client/server AudioSystems.

* Converted client calls over to the new system.

* Marked the old serverside functions to play sound obsolete, use the new ones from the IAudioSystem.

* Added ISharedPlayerManager to the IoC registration.
2021-03-01 20:22:28 -08:00

83 lines
3.3 KiB
C#

using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Player;
namespace Robust.Shared.Audio
{
/// <summary>
/// A static proxy class for interfacing with the AudioSystem.
/// </summary>
public static class SoundSystem
{
/// <summary>
/// Default max range at which the sound can be heard.
/// </summary>
public static int DefaultSoundRange => GetAudio()?.DefaultSoundRange ?? 0;
/// <summary>
/// Used in the PAS to designate the physics collision mask of occluders.
/// </summary>
public static int OcclusionCollisionMask
{
get => GetAudio()?.OcclusionCollisionMask ?? 0;
set
{
var audio = GetAudio();
if (audio is null)
return;
audio.OcclusionCollisionMask = value;
}
}
private static IAudioSystem? GetAudio()
{
// There appears to be no way to get a System by interface.
var args = new QueryAudioSystem();
IoCManager.Resolve<IEntityManager>().EventBus.RaiseEvent(EventSource.Local, args);
return args.Audio;
}
/// <summary>
/// Play an audio file globally, without position.
/// </summary>
/// <param name="playerFilter">The set of players that will hear the sound.</param>
/// <param name="filename">The resource path to the OGG Vorbis file to play.</param>
/// <param name="audioParams">Audio parameters to apply when playing the sound.</param>
public static IPlayingAudioStream? Play(Filter playerFilter, string filename, AudioParams? audioParams = null)
{
return GetAudio()?.Play(playerFilter, filename, audioParams);
}
/// <summary>
/// Play an audio file following an entity.
/// </summary>
/// <param name="playerFilter">The set of players that will hear the sound.</param>
/// <param name="filename">The resource path to the OGG Vorbis file to play.</param>
/// <param name="entity">The entity "emitting" the audio.</param>
/// <param name="audioParams">Audio parameters to apply when playing the sound.</param>
public static IPlayingAudioStream? Play(Filter playerFilter, string filename, IEntity entity, AudioParams? audioParams = null)
{
return GetAudio()?.Play(playerFilter, filename, entity, audioParams);
}
/// <summary>
/// Play an audio file at a static position.
/// </summary>
/// <param name="playerFilter">The set of players that will hear the sound.</param>
/// <param name="filename">The resource path to the OGG Vorbis file to play.</param>
/// <param name="coordinates">The coordinates at which to play the audio.</param>
/// <param name="audioParams">Audio parameters to apply when playing the sound.</param>
public static IPlayingAudioStream? Play(Filter playerFilter, string filename, EntityCoordinates coordinates, AudioParams? audioParams = null)
{
return GetAudio()?.Play(playerFilter, filename, coordinates, audioParams);
}
internal class QueryAudioSystem : EntitySystemMessage
{
public IAudioSystem? Audio { get; set; }
}
}
}