Assured the volume channels were working. Playing around with drumloop
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@@ -9,6 +9,8 @@
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#include "OpenAL/al.h"
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#include "OpenAL/alc.h"
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#include "imgui/imgui.h"
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "Core/Transform.h" // Absolute transform
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@@ -29,6 +31,7 @@
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#include "Core/EPlayerDeath.h"
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#include "Core/EPlayerHealthPickup.h"
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#include "Core/EComponentAttached.h"
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#include "Collision/ETrigger.h"
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enum class SoundType {
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SFX,
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@@ -90,8 +93,11 @@ private:
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World* m_World = nullptr;
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EventBroker* m_EventBroker = nullptr;
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std::unordered_map<EntityID, Source*> m_Sources;
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float m_BGMVolumeChannel = 1.f;
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float m_SFXVolumeChannel = 1.f;
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float m_BGMVolumeChannel = 1.0f;
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float m_SFXVolumeChannel = 1.0f;
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bool m_EditorEnabled = false;
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const double m_PlayerFootstepInterval = 1.0;
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double m_TimeSinceLastFootstep = 0;
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@@ -117,7 +123,6 @@ private:
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bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
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EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
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bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
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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::PlayerSpawned> m_EPlayerSpawned;
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@@ -134,6 +139,8 @@ private:
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bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
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EventRelay<SoundSystem, Events::ComponentAttached> m_EComponentAttached;
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bool OnComponentAttached(const Events::ComponentAttached &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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