Started refactoring. Put player walk logic in a designated sound system.
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#include "Game/Systems/SoundSystem.h"
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SoundSystem::SoundSystem(World* world, EventBroker* eventbroker)
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: System(world, eventbroker)
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, PureSystem("SoundEmitter")
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, ImpureSystem()
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, SoundManager(world, eventbroker, true)
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{
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m_World = world;
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m_EventBroker = eventbroker;
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundSystem::OnPlayerSpawned);
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}
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void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt)
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{
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}
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void SoundSystem::Update(double dt)
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{
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SoundManager::Update(dt);
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playerStep(dt);
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}
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void SoundSystem::playerStep(double dt)
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{
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if (!m_LocalPlayer.Valid()) {
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return;
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}
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if (m_LocalPlayer.ID == EntityID_Invalid) {
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return;
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}
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m_TimeSinceLastFootstep += dt;
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glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
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float playerSpeed = glm::length(vel);
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bool isAirborne = vel.y != 0;
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if (playerSpeed > 1 && !isAirborne) {
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// Player is walking
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if (m_TimeSinceLastFootstep * std::min<float>(playerSpeed, 2) > m_PlayerFootstepInterval) {
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// Create footstep sound
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Events::PlaySoundOnEntity e;
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e.EmitterID = createChildEmitter();
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if (m_LeftFoot) {
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e.FilePath = "Audio/footstep/footstep2.wav";
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} else {
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e.FilePath = "Audio/footstep/footstep3.wav";
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}
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m_LeftFoot = !m_LeftFoot;
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m_EventBroker->Publish(e);
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m_TimeSinceLastFootstep = 0;
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}
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}
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}
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bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
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{
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if (e.PlayerID == -1) { // Local player
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m_World->AttachComponent(e.Player.ID, "Listener");
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m_LocalPlayer = e.Player;
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Events::PlaySoundOnEntity event;
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event.EmitterID = createChildEmitter();
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event.FilePath = "Audio/announcer/go.wav";
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m_EventBroker->Publish(event);
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// TEMP: starts bgm
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// {
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// Events::PlayBackgroundMusic ev;
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// ev.FilePath = "Audio/bgm/ambient.wav";
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// m_EventBroker->Publish(ev);
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// }
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}
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return true;
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}
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