Set FTL sounds as grid audio (#21951)

This commit is contained in:
metalgearsloth 2023-11-29 10:19:23 +11:00 committed by Debug
parent 99f9583a3e
commit b687ac15e8
1 changed files with 9 additions and 3 deletions

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@ -15,6 +15,7 @@ using Content.Shared.Shuttles.Systems;
using Content.Shared.StatusEffect;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Components;
using Robust.Shared.Collections;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
@ -230,7 +231,8 @@ public sealed partial class ShuttleSystem
component = AddComp<FTLComponent>(uid);
component.State = FTLState.Starting;
_audio.PlayPvs(_startupSound, uid);
var audio = _audio.PlayPvs(_startupSound, uid);
audio.Value.Component.Flags |= AudioFlags.GridAudio;
// Make sure the map is setup before we leave to avoid pop-in (e.g. parallax).
SetupHyperspace();
return true;
@ -286,7 +288,10 @@ public sealed partial class ShuttleSystem
var ev = new FTLStartedEvent(uid, target, fromMapUid, fromMatrix, fromRotation);
RaiseLocalEvent(uid, ref ev, true);
comp.TravelStream = _audio.PlayPvs(comp.TravelSound, uid)?.Entity;
var wowdio = _audio.PlayPvs(comp.TravelSound, uid);
comp.TravelStream = wowdio?.Entity;
if (wowdio?.Component != null)
wowdio.Value.Component.Flags |= AudioFlags.GridAudio;
break;
// Arriving, play effects
@ -374,7 +379,8 @@ public sealed partial class ShuttleSystem
}
comp.TravelStream = _audio.Stop(comp.TravelStream);
_audio.PlayPvs(_arrivalSound, uid);
var audio = _audio.PlayPvs(_arrivalSound, uid);
audio.Value.Component.Flags |= AudioFlags.GridAudio;
if (TryComp<FTLDestinationComponent>(uid, out var dest))
{