Fix audio fades (#23684)
Audio refactor casualty (cherry picked from commit bc07cbc97ce365dde83ee4e5b32a4ffa603b1d5e)
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3727bdda38
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@ -26,7 +26,6 @@ public sealed partial class ContentAudioSystem
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IResourceCache _resource = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IStateManager _state = default!;
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[Dependency] private readonly RulesSystem _rules = default!;
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@ -153,8 +152,7 @@ public sealed partial class ContentAudioSystem
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// Update still runs in lobby so just ignore it.
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if (_state.CurrentState is not GameplayState)
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{
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Audio.Stop(_ambientMusicStream);
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_ambientMusicStream = null;
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_ambientMusicStream = Audio.Stop(_ambientMusicStream);
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_musicProto = null;
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return;
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}
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@ -118,7 +118,8 @@ public sealed partial class ContentAudioSystem : SharedContentAudioSystem
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}
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var volume = component.Volume - change * frameTime;
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component.Volume = MathF.Max(MinVolume, volume);
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volume = MathF.Max(MinVolume, volume);
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_audio.SetVolume(stream, volume, component);
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if (component.Volume.Equals(MinVolume))
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{
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@ -144,7 +145,8 @@ public sealed partial class ContentAudioSystem : SharedContentAudioSystem
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}
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var volume = component.Volume + change * frameTime;
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component.Volume = MathF.Min(target, volume);
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volume = MathF.Max(target, volume);
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_audio.SetVolume(stream, volume, component);
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if (component.Volume.Equals(target))
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{
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