Nuke Music start adjusted for duration (#25946)
The exact time when the Nuke Music starts is now derived from the music's duration
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@@ -46,7 +46,8 @@ public sealed class NukeSystem : EntitySystem
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/// <summary>
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/// Used to calculate when the nuke song should start playing for maximum kino with the nuke sfx
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/// </summary>
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private const float NukeSongLength = 60f + 51.6f;
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private float _nukeSongLength;
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private string _selectedNukeSong = String.Empty;
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/// <summary>
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/// Time to leave between the nuke song and the nuke alarm playing.
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@@ -292,9 +293,9 @@ public sealed class NukeSystem : EntitySystem
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// Start playing the nuke event song so that it ends a couple seconds before the alert sound
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// should play
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if (nuke.RemainingTime <= NukeSongLength + nuke.AlertSoundTime + NukeSongBuffer && !nuke.PlayedNukeSong)
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if (nuke.RemainingTime <= _nukeSongLength + nuke.AlertSoundTime + NukeSongBuffer && !nuke.PlayedNukeSong && !string.IsNullOrEmpty(_selectedNukeSong))
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{
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_sound.DispatchStationEventMusic(uid, nuke.ArmMusic, StationEventMusicType.Nuke);
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_sound.DispatchStationEventMusic(uid, _selectedNukeSong, StationEventMusicType.Nuke);
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nuke.PlayedNukeSong = true;
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}
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@@ -457,6 +458,9 @@ public sealed class NukeSystem : EntitySystem
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var y = (int) pos.Y;
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var posText = $"({x}, {y})";
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// We are collapsing the randomness here, otherwise we would get separate random song picks for checking duration and when actually playing the song afterwards
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_selectedNukeSong = _audio.GetSound(component.ArmMusic);
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// warn a crew
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var announcement = Loc.GetString("nuke-component-announcement-armed",
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("time", (int) component.RemainingTime), ("position", posText));
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@@ -464,6 +468,7 @@ public sealed class NukeSystem : EntitySystem
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_chatSystem.DispatchStationAnnouncement(stationUid ?? uid, announcement, sender, false, null, Color.Red);
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_sound.PlayGlobalOnStation(uid, _audio.GetSound(component.ArmSound));
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_nukeSongLength = (float) _audio.GetAudioLength(_selectedNukeSong).TotalSeconds;
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// turn on the spinny light
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_pointLight.SetEnabled(uid, true);
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