[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!;
// 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;
}
}
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))
{
}
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))
{