case ExpendableLightState.Lit:
_audioSystem.Stop(comp.PlayingStream);
comp.PlayingStream = _audioSystem.PlayPvs(
- comp.LoopedSound, uid, SharedExpendableLightComponent.LoopedSoundParams)?.Entity;
+ comp.LoopedSound, uid)?.Entity;
if (args.Sprite.LayerMapTryGet(ExpendableLightVisualLayers.Overlay, out var layerIdx, true))
{
[NetworkedComponent]
public abstract partial class SharedExpendableLightComponent : Component
{
- public static readonly AudioParams LoopedSoundParams = new(0, 1, 62.5f, 1, 1, true, 0.3f);
[ViewVariables(VVAccess.ReadOnly)]
public ExpendableLightState CurrentState { get; set; }
fadeOutBehaviourID: fade_out
litSound:
path: /Audio/Items/Flare/flare_on.ogg
- loopedSound: /Audio/Items/Flare/flare_burn.ogg
+ loopedSound:
+ path: /Audio/Items/Flare/flare_burn.ogg
+ params:
+ loop: true
+ volume: -10
+ maxDistance: 5
+
- type: Sprite
sprite: Objects/Misc/flare.rsi
layers:
components:
- type: PointLight
radius: 8
- energy: 25
+ energy: 10
color: "#daa3fd"
- type: TriggerArtifact
- type: FlashOnTrigger