Nuke/CosCult Global Music and SFX (#5918)

* Extended ServerGlobalSoundSystem and exposed its lies. Now its actually global.

* Fixed Epsilon event rule namespacing and formatting.

* Cosmic Cult Music Updates

* Few more CosCult changes.

* Nuke and Alert Changes

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

* Update Content.Server/_DV/CosmicCult/EntitySystems/CosmicChantrySystem.cs

Co-authored-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>

* Update Content.Server/_DV/Audio/ServerGlobalSoundSystem.cs

Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>

---------

Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
This commit is contained in:
Vanessa
2026-06-23 12:40:17 +02:00
committed by GitHub
co-authored by Sir Warock pre-commit-ci[bot]
parent e7fe4865de
commit 652e52dbca
10 changed files with 109 additions and 34 deletions
+9 -9
View File
@@ -327,15 +327,15 @@ public sealed class NukeSystem : EntitySystem
// should play
if (nuke.RemainingTime <= _nukeSongLength + nuke.AlertSoundTime + NukeSongBuffer && !nuke.PlayedNukeSong && !ResolvedSoundSpecifier.IsNullOrEmpty(_selectedNukeSong))
{
_sound.DispatchStationEventMusic(uid, _selectedNukeSong, StationEventMusicType.Nuke);
_sound.DispatchGlobalEventMusic(_selectedNukeSong, StationEventMusicType.Nuke); // DeltaV - Global Nuke Music
nuke.PlayedNukeSong = true;
}
// play alert sound if time is running out
if (nuke.RemainingTime <= nuke.AlertSoundTime && !nuke.PlayedAlertSound)
{
_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(nuke.AlertSound), new AudioParams{Volume = -5f});
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
_sound.PlayGlobal(_audio.ResolveSound(nuke.AlertSound), new AudioParams { Volume = -5f }); // DeltaV - Global Nuke SFX
_sound.StopGlobalEventMusic(StationEventMusicType.Nuke); // DeltaV - Global Nuke Music
nuke.PlayedAlertSound = true;
UpdateAppearance(uid, nuke);
}
@@ -504,9 +504,9 @@ public sealed class NukeSystem : EntitySystem
("time", (int) component.RemainingTime),
("location", FormattedMessage.RemoveMarkupOrThrow(_navMap.GetNearestBeaconString((uid, nukeXform)))));
var sender = Loc.GetString("nuke-component-announcement-sender");
_chatSystem.DispatchStationAnnouncement(stationUid ?? uid, announcement, sender, false, null, Color.Red);
_chatSystem.DispatchGlobalAnnouncement(announcement, sender, false, null, Color.Red); // DeltaV - Global Nuke Annoucement
_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(component.ArmSound));
_sound.PlayGlobal(_audio.ResolveSound(component.ArmSound)); // DeltaV - Global Nuke Music
_nukeSongLength = (float) _audio.GetAudioLength(_selectedNukeSong).TotalSeconds;
// turn on the spinny light
@@ -544,11 +544,11 @@ public sealed class NukeSystem : EntitySystem
// warn a crew
var announcement = Loc.GetString("nuke-component-announcement-unarmed");
var sender = Loc.GetString("nuke-component-announcement-sender");
_chatSystem.DispatchStationAnnouncement(uid, announcement, sender, false);
_chatSystem.DispatchGlobalAnnouncement(announcement, sender, false); // DeltaV - Global Nuke Announcement
component.PlayedNukeSong = false;
_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(component.DisarmSound));
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
_sound.PlayGlobal(_audio.ResolveSound(component.DisarmSound)); // DeltaV - Global Nuke SFX
_sound.StopGlobalEventMusic(StationEventMusicType.Nuke); // DeltaV - Global Nuke Music
// reset nuke remaining time to either itself or the minimum time, whichever is higher
component.RemainingTime = Math.Max(component.RemainingTime, component.MinimumTime);
@@ -610,7 +610,7 @@ public sealed class NukeSystem : EntitySystem
OwningStation = transform.GridUid,
});
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
_sound.StopGlobalEventMusic(StationEventMusicType.Nuke); // DeltaV - Global Nuke Music
Del(uid);
}