No longer needs this walk logic in SoundSystem
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@@ -39,17 +39,7 @@ private:
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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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float m_DistanceMoved = 0.0f;
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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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std::default_random_engine generator;
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EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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