using Content.Server.Station.Systems;
using Content.Shared.Audio;
using Robust.Shared.Audio;
+using Robust.Shared.Audio.Systems;
using Robust.Shared.Console;
using Robust.Shared.Player;
{
[Dependency] private readonly IConsoleHost _conHost = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
+ [Dependency] private readonly SharedAudioSystem _audio = default!;
public override void Shutdown()
{
}
public void DispatchStationEventMusic(EntityUid source, SoundSpecifier sound, StationEventMusicType type)
+ {
+ DispatchStationEventMusic(source, _audio.GetSound(sound), type);
+ }
+
+ public void DispatchStationEventMusic(EntityUid source, string sound, StationEventMusicType type)
{
var audio = AudioParams.Default.WithVolume(-8);
- var soundFile = sound.GetSound();
- var msg = new StationEventMusicEvent(soundFile, type, audio);
+ var msg = new StationEventMusicEvent(sound, type, audio);
var filter = GetStationAndPvs(source);
RaiseNetworkEvent(msg, filter);
/// <summary>
/// Used to calculate when the nuke song should start playing for maximum kino with the nuke sfx
/// </summary>
- private const float NukeSongLength = 60f + 51.6f;
+ private float _nukeSongLength;
+ private string _selectedNukeSong = String.Empty;
/// <summary>
/// Time to leave between the nuke song and the nuke alarm playing.
// Start playing the nuke event song so that it ends a couple seconds before the alert sound
// should play
- if (nuke.RemainingTime <= NukeSongLength + nuke.AlertSoundTime + NukeSongBuffer && !nuke.PlayedNukeSong)
+ if (nuke.RemainingTime <= _nukeSongLength + nuke.AlertSoundTime + NukeSongBuffer && !nuke.PlayedNukeSong && !string.IsNullOrEmpty(_selectedNukeSong))
{
- _sound.DispatchStationEventMusic(uid, nuke.ArmMusic, StationEventMusicType.Nuke);
+ _sound.DispatchStationEventMusic(uid, _selectedNukeSong, StationEventMusicType.Nuke);
nuke.PlayedNukeSong = true;
}
var y = (int) pos.Y;
var posText = $"({x}, {y})";
+ // We are collapsing the randomness here, otherwise we would get separate random song picks for checking duration and when actually playing the song afterwards
+ _selectedNukeSong = _audio.GetSound(component.ArmMusic);
+
// warn a crew
var announcement = Loc.GetString("nuke-component-announcement-armed",
("time", (int) component.RemainingTime), ("position", posText));
_chatSystem.DispatchStationAnnouncement(stationUid ?? uid, announcement, sender, false, null, Color.Red);
_sound.PlayGlobalOnStation(uid, _audio.GetSound(component.ArmSound));
+ _nukeSongLength = (float) _audio.GetAudioLength(_selectedNukeSong).TotalSeconds;
// turn on the spinny light
_pointLight.SetEnabled(uid, true);