Publishes some bgm sounds
This commit is contained in:
+1
-1
Submodule assets updated: d013629690...5357a0c4e1
+3
-3
@@ -41,10 +41,10 @@ public:
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m_FreeCamViewport = new Viewport(m_WorldFrame, "ViewportFreeCam", m_World);
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m_FreeCamViewport->Hide();
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}
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//m_WorldFrame->Hide();
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//m_MainMenuFrame = new MainMenuFrame(this, "MainMenu");
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m_WorldFrame->Hide();
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m_World->Initialize();
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m_MainMenuFrame = new MainMenuFrame(this, "MainMenu");
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}
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private:
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+10
-2
@@ -5,6 +5,7 @@
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#include "GUI/HealthOverlay.h"
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#include "Events/GameStart.h"
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#include "Events/PlayBGM.h"
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namespace GUI
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{
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@@ -27,6 +28,10 @@ public:
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m_TargetCoordinate = m_CurrentCoordinate;
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m_Buttons->X = m_CurrentCoordinate.x;
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m_Buttons->Y = m_CurrentCoordinate.y;
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Events::PlayBGM e;
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e.Resource = "Sounds/BGM/DiesIrae.mp3";
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EventBroker->Publish(e);
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}
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void Update(double dt) override
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@@ -74,8 +79,11 @@ protected:
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if (m_CurrentSelection == 0)
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{
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Hide();
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Events::GameStart e;
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EventBroker->Publish(e);
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Events::GameStart e1;
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EventBroker->Publish(e1);
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Events::PlayBGM e2;
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e2.Resource = "Sounds/BGM/FlightOfTheBumblebee.mp3";
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EventBroker->Publish(e2);
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}
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// Quit
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else if (m_CurrentSelection == 1)
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@@ -11,9 +11,12 @@ bool Systems::GameStateSystem::OnFlagCaptured(const Events::FlagCaptured &event)
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{
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m_InGame = false;
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Events::GameOver e;
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e.Winner = event.Player;
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EventBroker->Publish(e);
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Events::GameOver e1;
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e1.Winner = event.Player;
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EventBroker->Publish(e1);
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Events::PlayBGM e2;
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e2.Resource = "Sounds/BGM/WilliamTellOverture.mp3";
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EventBroker->Publish(e2);
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return true;
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}
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@@ -8,6 +8,7 @@
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#include "Components/Player.h"
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#include "Events/FlagCaptured.h"
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#include "Events/GameOver.h"
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#include "Events/PlayBGM.h"
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namespace Systems
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{
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@@ -166,11 +166,15 @@ bool Systems::SoundSystem::PlaySFX(const Events::PlaySFX &event)
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bool Systems::SoundSystem::PlayBGM(const Events::PlayBGM &event)
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{
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FMOD_Channel_Stop(m_BGMChannel);
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FMOD_RESULT result;
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result = FMOD_Channel_Stop(m_BGMChannel);
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if(result != FMOD_OK)
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LOG_INFO("FMOD error! (%d) %s\n", result, FMOD_ErrorString(result));
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Sound* sound = ResourceManager->Load<Sound>("Sound2D", event.Resource);
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FMOD_System_PlaySound(m_System, FMOD_CHANNEL_FREE, *sound, false, &m_BGMChannel);
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result = FMOD_System_PlaySound(m_System, FMOD_CHANNEL_FREE, *sound, false, &m_BGMChannel);
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if(result != FMOD_OK)
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LOG_INFO("FMOD error! (%d) %s\n", result, FMOD_ErrorString(result));
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FMOD_Channel_SetMode(m_BGMChannel, FMOD_LOOP_NORMAL);
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FMOD_Sound_SetLoopCount(*sound, -1);
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