SoundSystem does not longer inherit from SoundManager. SoundManager is a individual class that listens to events. The SoundManager only listens to the local player.
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@@ -1,13 +1,29 @@
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#ifndef Systems_SoundSystem_h__
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#define Systems_SoundSystem_h__
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#include <random>
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#include "../Engine/Core/System.h"
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#include "../Engine/Sound/SoundManager.h"
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#include "../Engine/Core/ResourceManager.h"
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#include "../Engine/Sound/Sound.h"
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#include "../Engine/Sound/EPlayQueueOnEntity.h"
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#include "../Engine/Core/EPlayerSpawned.h"
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#include "../Engine/Input/EInputCommand.h"
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#include "../Engine/Core/EShoot.h"
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#include "../Engine/Core/EPlayerSpawned.h"
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#include "../Engine/Input/EInputCommand.h"
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#include "../Engine/Core/ECaptured.h"
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#include "../Engine/Core/EPlayerDamage.h"
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#include "../Engine/Core/EPlayerDeath.h"
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#include "../Engine/Core/EPlayerHealthPickup.h"
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#include "../Engine/Collision/ETrigger.h"
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#include "../Engine/Sound/EPlaySoundOnEntity.h"
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#include "../Engine/Sound/EPlayBackgroundMusic.h"
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#include "../Game/Events/EDoubleJump.h"
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#include "../Game/Events/EDashAbility.h"
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class SoundSystem : public PureSystem, ImpureSystem, SoundManager
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class SoundSystem : public PureSystem, ImpureSystem
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{
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public:
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SoundSystem(World* world, EventBroker* eventbroker);
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@@ -23,6 +39,8 @@ private:
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// Logic for playing a sound when a player jumps
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void playerJumps();
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// Helper function
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EntityID createChildEmitter(EntityWrapper parent);
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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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@@ -34,10 +52,28 @@ private:
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// Determine what sound file to play.
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bool m_LeftFoot = false;
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std::default_random_engine generator;
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EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned &e);
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EventRelay<SoundSystem, Events::InputCommand> m_InputCommand;
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bool OnInputCommand(const Events::InputCommand &e);
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EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
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bool OnDoubleJump(const Events::DoubleJump &e);
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EventRelay<SoundSystem, Events::DashAbility> m_EDashAbility;
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bool OnDashAbility(const Events::DashAbility &e);
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EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(const Events::TriggerTouch &e);
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EventRelay<SoundSystem, Events::Shoot> m_EShoot;
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bool OnShoot(const Events::Shoot &e);
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EventRelay<SoundSystem, Events::Captured> m_ECaptured;
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bool OnCaptured(const Events::Captured &e);
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EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool OnPlayerDamage(const Events::PlayerDamage &e);
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EventRelay<SoundSystem, Events::PlayerDeath> m_EPlayerDeath;
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bool OnPlayerDeath(const Events::PlayerDeath &e);
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EventRelay<SoundSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
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};
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#endif
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