Drum sounds does not start every single time a TriggerTouch happens. Specific and temporary logic for play test.
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@@ -23,7 +23,12 @@ void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComp
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{ }
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void SoundSystem::Update(double dt)
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{ }
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{
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// Temp for play test.
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if(m_DrumsIsPlaying) {
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m_DrumsIsPlaying = !drumTimer(dt);
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}
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}
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bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
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{
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@@ -73,6 +78,17 @@ void SoundSystem::playerJumps()
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}
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}
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bool SoundSystem::drumTimer(double dt)
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{
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m_DrumTimer += dt;
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if (m_DrumTimer > 15) {
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m_DrumTimer = 0.0;
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return true;
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} else {
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return false;
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}
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}
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bool SoundSystem::OnShoot(const Events::Shoot & e)
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{
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Events::PlaySoundOnEntity ev;
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@@ -94,6 +110,8 @@ bool SoundSystem::OnCaptured(const Events::Captured & e)
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}
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ev.EmitterID = m_LocalPlayer.ID;
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m_EventBroker->Publish(ev);
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// Temp for play test.
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m_DrumsIsPlaying = false;
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return false;
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}
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@@ -106,11 +124,11 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
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std::vector<std::string> paths;
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paths.push_back("Audio/hurt/hurt" + std::to_string(rand) + ".wav");
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// Breathe
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int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
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for (int i = 0; i < ammountOfbreaths; i++) {
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paths.push_back("Audio/exhausted/breath.wav");
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}
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// // Breathe
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// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
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// for (int i = 0; i < ammountOfbreaths; i++) {
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// paths.push_back("Audio/exhausted/breath.wav");
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// }
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Events::PlayQueueOnEntity ev;
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ev.Emitter = m_LocalPlayer;
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ev.FilePaths = paths;
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@@ -120,32 +138,35 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
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bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
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{
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//if (e.PlayerID == m_LocalPlayer.ID) {
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Events::PlaySoundOnEntity ev;
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ev.EmitterID = m_LocalPlayer.ID;
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ev.FilePath = "Audio/die/die2.wav";
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m_EventBroker->Publish(ev);
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//}
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return false;
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}
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bool SoundSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup & e)
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{
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//if (e.PlayerHealedID == m_LocalPlayer.ID) {
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Events::PlaySoundOnEntity ev;
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ev.EmitterID = m_LocalPlayer.ID;
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ev.FilePath = "Audio/pickup/pickup2.wav";
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m_EventBroker->Publish(ev);
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//}
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return false;
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}
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bool SoundSystem::OnTriggerTouch(const Events::TriggerTouch & e)
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{
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// Temp for play test.
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if (m_DrumsIsPlaying) {
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return false;
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}
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if (m_World->HasComponent(e.Trigger.ID, "CapturePoint")) {
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Events::PlayBackgroundMusic ev;
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Events::PlaySoundOnEntity ev; // should be BGM
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ev.EmitterID = m_LocalPlayer.ID;
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ev.FilePath = "Audio/bgm/drumstest.wav";
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m_EventBroker->Publish(ev);
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// Temp for play test.
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m_DrumsIsPlaying = true;
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}
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return false;
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}
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