Now listens to SetCamera event and the background music should be working properly.

This commit is contained in:
stiffly
2016-03-13 17:35:05 +01:00
parent fb400bb743
commit fe090504cf
3 changed files with 32 additions and 61 deletions
+3 -7
View File
@@ -30,8 +30,7 @@
#include "../Engine/Core/EPause.h"
#include "../Engine/Core/EComponentAttached.h"
#include "../Core/EPlayerSpawned.h"
#include "../Engine/Network/EPlayerDisconnected.h"
#include "../Game/Events/EReset.h"
#include "../Rendering/ESetCamera.h"
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
@@ -93,7 +92,6 @@ private:
void matchBGMLoop();
Source* m_CurrentBGM = nullptr;
Source* m_CurrentBGMCombo = nullptr;
bool m_DrumLoopHasBeenStarted = false;
// Logic
World* m_World = nullptr;
@@ -141,10 +139,8 @@ private:
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
EventRelay<SoundManager, Events::ChangeBGM> m_EChangeBGM;
bool OnChangeBGM(const Events::ChangeBGM &e);
EventRelay<SoundManager, Events::PlayerDisconnected> m_EplayerDisconnected;
bool OnPlayerDisconnected(const Events::PlayerDisconnected& e);
EventRelay<SoundManager, Events::Reset> m_EReset;
bool OnReset(const Events::Reset& e);
EventRelay<SoundManager, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
};