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- using Content.Shared.Physics;
- using Robust.Shared.Audio;
- using Robust.Shared.Audio.Components;
- using Robust.Shared.Audio.Systems;
- namespace Content.Shared.Audio;
- public abstract class SharedContentAudioSystem : EntitySystem
- {
- [Dependency] protected readonly SharedAudioSystem Audio = default!;
- /// <summary>
- /// Standard variation to use for sounds.
- /// </summary>
- public const float DefaultVariation = 0.05f;
- public override void Initialize()
- {
- base.Initialize();
- Audio.OcclusionCollisionMask = (int) CollisionGroup.Impassable;
- }
- protected void SilenceAudio()
- {
- var query = AllEntityQuery<AudioComponent>();
- while (query.MoveNext(out var uid, out var comp))
- {
- Audio.SetGain(uid, 0f, comp);
- }
- }
- }
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