Started refactoring. Put player walk logic in a designated sound system.
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@@ -4,6 +4,7 @@
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#include "../GLM.h"
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#include "../Core/InputController.h"
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#include "../Core/ELockMouse.h"
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#include "../Game/Events/EDashAbility.h"
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#include "InputHandler.h"
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template <typename EventContext>
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@@ -230,6 +231,9 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
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m_AssaultDashDoubleTapped = true;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
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Events::DashAbility e;
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m_EventBroker->Publish(e);
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}
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#endif
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@@ -1,5 +1,5 @@
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#ifndef SoundSystem_h__
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#define SoundSystem_h__
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#ifndef SoundManager_h__
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#define SoundManager_h__
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#include <unordered_map>
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#include <random>
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@@ -34,6 +34,7 @@
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#include "Collision/ETrigger.h"
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#include "Core/EPause.h"
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#include "Game/Events/EDoubleJump.h"
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#include "Game/Events/EDashAbility.h"
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typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
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@@ -51,14 +52,30 @@ struct Source
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SoundType Type;
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};
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class SoundSystem
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class SoundManager
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{
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public:
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SoundSystem() { }
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SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
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~SoundSystem();
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SoundManager() { }
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SoundManager(World* world, EventBroker* eventBroker, bool editorMode);
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~SoundManager();
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// Update emitters / listener
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void Update(double dt);
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protected:
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// Specific logic
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void playSound(Source* source);
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// Need to be the same format (sample rate etc)
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void playQueue(QueuedBuffers qb);
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void stopSound(Source* source);
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void playerJumps();
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void playerStep(double dt);
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EntityID createChildEmitter();
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// Logic
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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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private:
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// Help functions for working with OpenaAL
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void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
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@@ -81,75 +98,63 @@ private:
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void setGain(Source* source, float gain);
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void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
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// Specific logic
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void playSound(Source* source);
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// Need to be the same format (sample rate etc)
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void playQueue(QueuedBuffers qb);
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void stopSound(Source* source);
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void playerDamaged();
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void playerShot();
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void playerJumps();
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void playerStep(double dt);
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// OpenAL system variables
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ALCdevice* m_ALCdevice = nullptr;
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ALCcontext* m_ALCcontext = nullptr;
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// Logic
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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 = 1.0f;
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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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EntityID m_LocalPlayer = EntityID_Invalid;
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bool m_LeftFoot = false;
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std::default_random_engine generator;
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// Events
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EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
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EventRelay<SoundManager, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
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bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
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EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
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EventRelay<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
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bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
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EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
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EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
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bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
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EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
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EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
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bool OnPauseSound(const Events::PauseSound &e);
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EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
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EventRelay<SoundManager, Events::StopSound> m_EStopSound;
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bool OnStopSound(const Events::StopSound &e);
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EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
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EventRelay<SoundManager, Events::ContinueSound> m_EContinueSound;
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bool OnContinueSound(const Events::ContinueSound &e);
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EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
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EventRelay<SoundManager, Events::SetBGMGain> m_ESetBGMGain;
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bool OnSetBGMGain(const Events::SetBGMGain &e);
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EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
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EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
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bool OnSetSFXGain(const Events::SetSFXGain &e);
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EventRelay<SoundSystem, Events::Shoot> m_EShoot;
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EventRelay<SoundManager, 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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EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned &e);
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EventRelay<SoundSystem, Events::InputCommand> m_EInputCommand;
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EventRelay<SoundManager, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand &e);
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EventRelay<SoundSystem, Events::Captured> m_ECaptured;
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EventRelay<SoundManager, Events::Captured> m_ECaptured;
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bool OnCaptured(const Events::Captured &e);
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EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
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EventRelay<SoundManager, Events::PlayerDamage> m_EPlayerDamage;
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bool OnPlayerDamage(const Events::PlayerDamage &e);
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EventRelay<SoundSystem, Events::PlayerDeath> m_EPlayerDeath;
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EventRelay<SoundManager, Events::PlayerDeath> m_EPlayerDeath;
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bool OnPlayerDeath(const Events::PlayerDeath &e);
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EventRelay<SoundSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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EventRelay<SoundManager, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
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EventRelay<SoundSystem, Events::ComponentAttached> m_EComponentAttached;
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EventRelay<SoundManager, 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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EventRelay<SoundManager, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(const Events::TriggerTouch &e);
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EventRelay<SoundSystem, Events::Pause> m_EPause;
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EventRelay<SoundManager, Events::Pause> m_EPause;
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bool OnPause(const Events::Pause &e);
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EventRelay<SoundSystem, Events::Resume> m_EResume;
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EventRelay<SoundManager, Events::Resume> m_EResume;
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bool OnResume(const Events::Resume &e);
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EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
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EventRelay<SoundManager, Events::DoubleJump> m_EDoubleJump;
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bool OnDoubleJump(const Events::DoubleJump &e);
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EventRelay<SoundManager, Events::DashAbility> m_EDashAbility;
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bool OnDashAbility(const Events::DashAbility &e);
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