Played around with new map MapVersion1. Was fun ヽ(´▽`)/
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Submodule assets updated: 6cbf2365d4...a3c92ac876
@@ -10,7 +10,6 @@ namespace Events
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// Plays a sound on an entity with a SoundEmitter component attached.
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// Sound behavior is thereby specified in the SoundEmitter component.
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// ?(???)??
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struct PlaySoundOnEntity : public Event
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{
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EntityID EmitterID = 0;
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@@ -41,8 +41,8 @@ void SoundSystem::stopEmitters()
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{
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std::unordered_map<EntityID, Source*>::iterator it;
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for (it = m_Sources.begin(); it != m_Sources.end(); it++) {
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if (getSourceState((*it).second->ALsource) == AL_PLAYING) {
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stopSound((*it).second);
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if (getSourceState(it->second->ALsource) == AL_PLAYING) {
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stopSound(it->second);
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}
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}
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}
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@@ -71,6 +71,7 @@ void SoundSystem::deleteInactiveEmitters()
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alDeleteBuffers(1, &it->second->ALsource);
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alDeleteSources(1, &it->second->ALsource);
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m_World->DeleteEntity(it->first);
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delete it->second;
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it = m_Sources.erase(it);
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}
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} else {
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@@ -78,6 +79,7 @@ void SoundSystem::deleteInactiveEmitters()
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stopSound((*it).second);
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alDeleteBuffers(1, &it->second->ALsource);
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alDeleteSources(1, &it->second->ALsource);
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delete it->second;
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it = m_Sources.erase(it);
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}
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}
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@@ -200,19 +202,19 @@ bool SoundSystem::OnPlaySoundOnPosition(const Events::PlaySoundOnPosition & e)
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source->Type = SoundType::SFX;
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m_Sources[emitterID] = source;
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playSound(source);
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return false;
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return true;
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}
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bool SoundSystem::OnPauseSound(const Events::PauseSound & e)
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{
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alSourcePause(m_Sources[e.EmitterID]->ALsource);
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return false;
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return true;
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}
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bool SoundSystem::OnStopSound(const Events::StopSound & e)
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{
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alSourceStop(m_Sources[e.EmitterID]->ALsource);
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return false;
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return true;
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}
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bool SoundSystem::OnContinueSound(const Events::ContinueSound & e)
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@@ -235,7 +237,7 @@ bool SoundSystem::OnPlayBackgroundMusic(const Events::PlayBackgroundMusic & e)
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m_Sources[emitterChild] = source;
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playSound(source);
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}
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return false;
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return true;
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}
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bool SoundSystem::OnSetBGMGain(const Events::SetBGMGain & e)
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