Added some comments.
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@@ -14,19 +14,24 @@ public:
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
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virtual void Update(double dt) override;
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private:
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// The logic for making the sound play when player is moving
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void playerStep(double dt);
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EntityWrapper m_LocalPlayer = EntityWrapper();
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World* m_World = nullptr;
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EventBroker* m_EventBroker = nullptr;
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// Logic for playing a sound when a player jumps
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void playerJumps();
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// TODO: WIP Update this
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// Walking logic
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// Keeps track of how far the player has walked within this "key press session".
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float m_DistanceMoved = 0.0f;
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const float m_PlayerStepLength = 2.0f;
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// How far a step is (How often the step sound will be played).
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const float m_PlayerStepLength = 1.75f;
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// To get a difference when calculating the walking state.
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glm::vec3 m_LastPosition = glm::vec3();
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// Determine what sound file to play.
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bool m_LeftFoot = false;
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EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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@@ -20,6 +20,7 @@ void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComp
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void SoundSystem::Update(double dt)
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{
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playerStep(dt);
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// Update listener and emitters.
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SoundManager::Update(dt);
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}
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@@ -28,11 +29,13 @@ void SoundSystem::playerStep(double dt)
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if (!m_LocalPlayer.Valid()) {
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return;
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}
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// Position of the local player, used see how far a player has moved.
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glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
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// Velocity of the local player, used to see if a player is airborne.
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glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
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glm::vec3 difference = pos - m_LastPosition;
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m_DistanceMoved += glm::length(pos - m_LastPosition);
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// Set the last position for next iteration
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m_LastPosition = pos;
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m_DistanceMoved += glm::length(difference);
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bool isAirborne = vel.y != 0;
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if (m_DistanceMoved > m_PlayerStepLength && !isAirborne) {
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// Player moved a step's distance
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@@ -56,11 +59,11 @@ bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
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event.FilePath = "Audio/announcer/go.wav";
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m_EventBroker->Publish(event);
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// TEMP: starts bgm
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// {
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// Events::PlayBackgroundMusic ev;
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// ev.FilePath = "Audio/bgm/ambient.wav";
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// m_EventBroker->Publish(ev);
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// }
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{
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Events::PlayBackgroundMusic ev;
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ev.FilePath = "Audio/bgm/ambient.wav";
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m_EventBroker->Publish(ev);
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}
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}
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return true;
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}
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@@ -76,7 +79,7 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
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if (e.Command == "Forward" || e.Command == "Right") {
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if (e.Value == 0) {
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// Key released
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// Reset the distance moved
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// Reset the distance moved (player walk logic)
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m_DistanceMoved = 0.f;
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}
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}
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