No longer using a variable to see if we're in editor mode.
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@@ -1,11 +1,10 @@
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#include "Sound/SoundManager.h"
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SoundManager::SoundManager(World* world, EventBroker* eventBroker, bool editorMode)
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SoundManager::SoundManager(World* world, EventBroker* eventBroker)
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{
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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m_EventBroker = eventBroker;
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m_World = world;
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m_EditorEnabled = editorMode;
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m_BGMVolumeChannel = config->Get<float>("Sound.BGMVolume", 1.f);
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m_SFXVolumeChannel = config->Get<float>("Sound.SFXVolume", 1.f);
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@@ -103,9 +102,9 @@ void SoundManager::updateEmitters(double dt)
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if (!m_World->ValidEntity(it->first)) {
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return;
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}
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if (!m_World->HasComponent(it->first, "SoundEmitter"))
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if (!m_World->HasComponent(it->first, "SoundEmitter"))
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return;
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glm::vec3 previousPos;
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alGetSource3f(it->second->ALsource, AL_POSITION, &previousPos.x, &previousPos.y, &previousPos.z);
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// Get next pos
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@@ -123,14 +122,11 @@ void SoundManager::updateEmitters(double dt)
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auto emitter = m_World->GetComponent(it->first, "SoundEmitter");
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setSoundProperties(it->second, &emitter);
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// To make an emitter play when spawned in editor mode
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if (m_EditorEnabled) {
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// Path changed
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if (it->second->SoundResource->Path() != (std::string)emitter["FilePath"]) {
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it->second->SoundResource = ResourceManager::Load<Sound>((std::string)emitter["FilePath"]);
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if (it->second->SoundResource->Buffer() != 0) {
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playSound(it->second);
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}
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// Path changed
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if (it->second->SoundResource->Path() != (std::string)emitter["FilePath"]) {
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it->second->SoundResource = ResourceManager::Load<Sound>((std::string)emitter["FilePath"]);
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if (it->second->SoundResource->Buffer() != 0) {
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playSound(it->second);
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}
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}
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}
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@@ -145,8 +141,7 @@ void SoundManager::updateListener(double dt)
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}
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for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
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EntityWrapper listener(m_World, (*it).EntityID);
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if (!listener.Valid())
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{
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if (!listener.Valid()) {
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break;
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}
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if (listener.IsChildOf(m_LocalPlayer) || listener == m_LocalPlayer) {
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@@ -242,9 +237,8 @@ bool SoundManager::OnContinueSound(const Events::ContinueSound & e)
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bool SoundManager::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
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{
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auto listenerComponents = m_World->GetComponents("Listener");
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LOG_INFO("SIZZE: %i", listenerComponents->size());
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for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
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if((*it).EntityID != m_LocalPlayer.ID) {
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if ((*it).EntityID != m_LocalPlayer.ID) {
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break;
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}
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auto emitterChild = m_World->CreateEntity((*it).EntityID);
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