Accidentally added the sound system twice. Lead to funny behavior.
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@@ -92,7 +92,6 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
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// Populate Octree with collidables
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// Populate Octree with collidables
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++updateOrderLevel;
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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@@ -115,16 +114,12 @@ Game::Game(int argc, char* argv[])
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networkFunction();
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networkFunction();
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}
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}
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// Invoke sound system
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//m_SoundManager = new SoundManager(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
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m_LastTime = glfwGetTime();
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m_LastTime = glfwGetTime();
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}
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}
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Game::~Game()
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Game::~Game()
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{
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{
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delete m_SystemPipeline;
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delete m_SystemPipeline;
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//delete m_SoundManager;
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delete m_OctreeFrustrumCulling;
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delete m_OctreeFrustrumCulling;
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delete m_OctreeCollision;
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delete m_OctreeCollision;
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delete m_OctreeTrigger;
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delete m_OctreeTrigger;
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