Fix audio fades (#23684)

Audio refactor casualty

(cherry picked from commit bc07cbc97ce365dde83ee4e5b32a4ffa603b1d5e)
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metalgearsloth 2024-01-08 00:23:22 +11:00 committed by Debug
parent 3727bdda38
commit 627746fb30
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2 changed files with 5 additions and 5 deletions

View File

@ -26,7 +26,6 @@ public sealed partial class ContentAudioSystem
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IResourceCache _resource = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IStateManager _state = default!;
[Dependency] private readonly RulesSystem _rules = default!;
@ -153,8 +152,7 @@ public sealed partial class ContentAudioSystem
// Update still runs in lobby so just ignore it.
if (_state.CurrentState is not GameplayState)
{
Audio.Stop(_ambientMusicStream);
_ambientMusicStream = null;
_ambientMusicStream = Audio.Stop(_ambientMusicStream);
_musicProto = null;
return;
}

View File

@ -118,7 +118,8 @@ public sealed partial class ContentAudioSystem : SharedContentAudioSystem
}
var volume = component.Volume - change * frameTime;
component.Volume = MathF.Max(MinVolume, volume);
volume = MathF.Max(MinVolume, volume);
_audio.SetVolume(stream, volume, component);
if (component.Volume.Equals(MinVolume))
{
@ -144,7 +145,8 @@ public sealed partial class ContentAudioSystem : SharedContentAudioSystem
}
var volume = component.Volume + change * frameTime;
component.Volume = MathF.Min(target, volume);
volume = MathF.Max(target, volume);
_audio.SetVolume(stream, volume, component);
if (component.Volume.Equals(target))
{