Making use of Doppler effect. Added a bunch of events: Pause, stop, continue, variations of play.
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#ifndef Events_PlaySoundOnEntity_h__
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#define Events_PlaySoundOnEntity_h__
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#include <string>
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#include "Core/Entity.h"
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#include "Core/Event.h"
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namespace Events
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{
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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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struct PlaySoundOnEntity : public Event
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{
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EntityID EmitterID = 0;
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std::string FilePath = "";
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};
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}
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#endif
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