I'm coming at you like a dark horse
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@@ -1005,7 +1005,6 @@ void GameWorld::Initialize()
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transform->Position = glm::vec3(20,2,-100);
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transform->Scale = glm::vec3(3);
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auto emitterComponent = AddComponent<Components::SoundEmitter>(se1);
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emitterComponent->Path = "Sounds/WUB.mp3";
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emitterComponent->MinDistance = 0.1f;
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emitterComponent->MaxDistance = 100000.f;
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emitterComponent->Gain = 1;
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@@ -44,17 +44,16 @@ void InputManager::Update(double dt)
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if(m_CurrentKeyState[GLFW_KEY_Z]) //TEMP
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{
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Events::PlayBGM e;
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e.Resource = "Sounds/BGM/MainMenu.mp3";
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Events::PlaySFX e;
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e.Resource = "Sounds/BGM/DarkHorse.mp3";
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e.Loop = true;
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e.Emitter = 58;
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EventBroker->Publish(e);
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}
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if(m_CurrentKeyState[GLFW_KEY_P]) //TEMP
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{
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Events::StopSound e;
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e.Emitter = 59;
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EventBroker->Publish(e);
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e.Emitter = 62;
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e.Emitter = 58;
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EventBroker->Publish(e);
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}
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@@ -134,9 +134,11 @@ bool Systems::SoundSystem::PlaySFX(const Events::PlaySFX &event)
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LOG_ERROR("FMOD: The Entity %i does not have a SoundEmitter-component, but is trying to play a sound", event.Emitter);FMOD_CHANNEL* channel = m_Channels[event.Emitter];
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return false;
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}
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emitter->type = Components::SoundEmitter::SoundType::SOUND_3D;
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Sound* sound = m_World->GetResourceManager()->Load<Sound>("Sound3D", event.Resource);
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m_Sounds[event.Emitter] = *sound;
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FMOD_Sound_Set3DMinMaxDistance(*sound, emitter->MinDistance, emitter->MaxDistance);
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PlaySound(&m_Channels[event.Emitter], m_Sounds[event.Emitter], 1.0, event.Loop);
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FMOD_System_Update(m_System);
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@@ -154,8 +156,8 @@ bool Systems::SoundSystem::PlayBGM(const Events::PlayBGM &event)
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{
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auto emitter = m_World->CreateEntity();
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auto eTransform = m_World->AddComponent<Components::Transform>(emitter);
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auto eComponent = m_World->AddComponent<Components::SoundEmitter>(emitter);
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m_Channels[emitter] = m_BGMChannel;
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eComponent->type = Components::SoundEmitter::SoundType::SOUND_3D;
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Sound* sound = m_World->GetResourceManager()->Load<Sound>("Sound2D", event.Resource);
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m_Sounds[emitter] = *sound;
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@@ -46,6 +46,7 @@ private:
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void PlaySound(FMOD_CHANNEL**, FMOD_SOUND*, float volume, bool loop);
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FMOD_SYSTEM* m_System;
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FMOD_CHANNEL* m_BGMChannel;
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std::vector<EntityID> m_Listeners;
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std::map<EntityID, FMOD_CHANNEL*> m_Channels;
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std::map<EntityID, FMOD_CHANNEL*> m_DeleteChannels;
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