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