Separated PlaySound into PlaySFX and PlayBGM.
This commit is contained in:
@@ -10,6 +10,11 @@ namespace Components
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struct SoundEmitter : Component
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{
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enum SoundType
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{
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BGM_SOUND,
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SFX_SOUND
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};
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SoundEmitter() : Gain(1.f), MaxDistance(1.f), MinDistance(1.f), Pitch(1.f), Loop(false) {}
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float Gain;
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float MaxDistance;
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@@ -17,6 +22,7 @@ struct SoundEmitter : Component
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float Pitch;
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bool Loop;
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std::string Path;
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SoundType type;
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virtual SoundEmitter* Clone() const override { return new SoundEmitter(*this); }
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};
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@@ -0,0 +1,18 @@
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#ifndef Event_PlayBGM_h__
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#define Event_PlayBGM_h__
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#include "EventBroker.h"
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#include "Entity.h"
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namespace Events
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{
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struct PlayBGM : Event
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{
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std::string Resource;
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bool Loop;
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};
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}
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#endif // Event_PlayBGM_h__
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@@ -1,5 +1,5 @@
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#ifndef Event_PlaySound_h__
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#define Event_PlaySound_h__
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#ifndef Event_PlaySFX_h__
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#define Event_PlaySFX_h__
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#include "EventBroker.h"
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#include "Entity.h"
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@@ -7,7 +7,7 @@
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namespace Events
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{
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struct PlaySound : Event
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struct PlaySFX : Event
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{
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EntityID Emitter;
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std::string Resource;
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@@ -16,4 +16,4 @@ struct PlaySound : Event
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}
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#endif // Event_PlaySound_h__
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#endif // Event_PlaySFX_h__
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+1
-1
@@ -1092,7 +1092,7 @@ void GameWorld::Initialize()
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auto se1 = CreateEntity();
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std::cout<<se1<<std::endl;
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auto transform = AddComponent<Components::Transform>(se1);
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transform->Position = glm::vec3(20,2,-15);
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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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@@ -44,9 +44,8 @@ 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::PlaySound e;
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Events::PlayBGM e;
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e.Resource = "Sounds/BGM/WUB.mp3";
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e.Emitter = 66;
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e.Loop = true;
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EventBroker->Publish(e);
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}
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+2
-1
@@ -12,7 +12,8 @@
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#include "Events/LockMouse.h"
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#include "Events/GamepadAxis.h"
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#include "Events/GamepadButton.h"
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#include "Events/PlaySound.h" //Temp
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#include "Events/PLaySFX.h" //Temp
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#include "Events/PLayBGM.h" //Temp
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class InputManager
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{
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+1
-1
@@ -9,5 +9,5 @@ Sound::Sound(std::string path, FMOD_SYSTEM* system)
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Sound::~Sound()
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{
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FMOD_Sound_Release(m_Sound);
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}
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@@ -19,10 +19,10 @@ bool Systems::DebugSystem::OnKeyDown(const Events::KeyDown &event)
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{
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if (event.KeyCode == GLFW_KEY_ENTER)
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{
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Events::PlaySound e;
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Events::PlaySFX e;
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e.Emitter = 0;
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e.Resource = "Sounds/korvring.wav";
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EventBroker->Publish<Events::PlaySound>(e);
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EventBroker->Publish<Events::PlaySFX>(e);
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return true;
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}
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@@ -4,7 +4,7 @@
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#include "System.h"
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#include "Components/Transform.h"
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#include "Events/KeyDown.h"
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#include "Events/PlaySound.h"
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#include "Events/PlaySFX.h"
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namespace Systems
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{
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@@ -5,7 +5,8 @@
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void Systems::SoundSystem::Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EComponentCreated, &SoundSystem::OnComponentCreated);
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EVENT_SUBSCRIBE_MEMBER(m_EPlaySound, &SoundSystem::PlayASound);
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EVENT_SUBSCRIBE_MEMBER(m_EPlaySFX, &SoundSystem::PlaySFX);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayBGM, &SoundSystem::PlayBGM);
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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FMOD_System_Create(&m_System);
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@@ -18,7 +19,7 @@ void Systems::SoundSystem::Initialize()
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{
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LOG_INFO("FMOD initialized successfully");
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}
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FMOD_System_Set3DSettings(m_System, 10.f, 1.f, 1.f); //dopplerScale, distancefactor, rolloffscale
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FMOD_System_Set3DSettings(m_System, 1.f, 1.f, 1.f); //dopplerScale, distancefactor, rolloffscale
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}
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@@ -85,7 +86,20 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
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FMOD_CHANNEL* channel = m_Channels[entity];
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FMOD_SOUND* sound = m_Sounds[entity];
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auto eTransform = m_World->GetComponent<Components::Transform>(entity);
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if(emitter->type == emitter->BGM_SOUND)
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{
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EntityID listener = m_Listeners[0]; // "Pretty" ugly hack... Sets the transform Component for emitter to be same as first listener
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auto lTransform = m_World->GetComponent<Components::Transform>(listener);
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if(lTransform)
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{
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eTransform->Position = m_TransformSystem->AbsolutePosition(listener);
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eTransform->Velocity = lTransform->Velocity;
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}
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}
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glm::vec3 tPos = m_TransformSystem->AbsolutePosition(entity);
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FMOD_VECTOR ePos = {tPos.x, tPos.y, tPos.z};
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@@ -116,16 +130,15 @@ bool Systems::SoundSystem::OnComponentCreated(const Events::ComponentCreated &ev
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float maxDist = emitter->MaxDistance;
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float minDist = emitter->MinDistance;
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float pitch = emitter->Pitch;
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LoadSound(sound, path, maxDist, minDist);
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//LoadSound(sound, path, maxDist, minDist);
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m_Channels.insert(std::make_pair(emitter->Entity, channel));
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m_Sounds.insert(std::make_pair(emitter->Entity, sound));
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}
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return true;
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}
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bool Systems::SoundSystem::PlayASound(const Events::PlaySound &event)
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bool Systems::SoundSystem::PlaySFX(const Events::PlaySFX &event)
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{
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auto emitter = m_World->GetComponent<Components::SoundEmitter>(event.Emitter);
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if(!emitter)
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{
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@@ -134,7 +147,6 @@ bool Systems::SoundSystem::PlayASound(const Events::PlaySound &event)
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}
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Sound* sound = m_World->GetResourceManager()->Load<Sound>("Sound", event.Resource);
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m_Sounds[event.Emitter] = *sound;
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//LoadSound(m_Sounds[event.Emitter], event.Resource, 1000.f, 1.f);
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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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@@ -148,6 +160,21 @@ bool Systems::SoundSystem::PlayASound(const Events::PlaySound &event)
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return true;
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}
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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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eComponent->type = eComponent->BGM_SOUND;
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Sound* sound = m_World->GetResourceManager()->Load<Sound>("Sound", event.Resource);
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m_Sounds[emitter] = *sound;
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FMOD_System_PlaySound(m_System, FMOD_CHANNEL_FREE, *sound, false, &m_Channels[emitter]);
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return true;
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}
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void Systems::SoundSystem::LoadSound(FMOD_SOUND* &sound, std::string filePath, float maxDist, float minDist)
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{
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FMOD_RESULT result = FMOD_System_CreateSound(m_System, filePath.c_str(), FMOD_3D | FMOD_HARDWARE , 0, &sound);
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@@ -10,7 +10,8 @@
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#include "Components/SoundEmitter.h"
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#include "Components/Listener.h"
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#include "Events/ComponentCreated.h"
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#include "Events/PlaySound.h"
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#include "Events/PlaySFX.h"
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#include "Events/PlayBGM.h"
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#include "Sound.h"
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namespace Systems
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@@ -33,8 +34,10 @@ private:
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// Events
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EventRelay<SoundSystem, Events::ComponentCreated> m_EComponentCreated;
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bool OnComponentCreated(const Events::ComponentCreated &event);
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EventRelay<SoundSystem, Events::PlaySound> m_EPlaySound;
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bool PlayASound(const Events::PlaySound &event);
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EventRelay<SoundSystem, Events::PlaySFX> m_EPlaySFX;
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bool PlaySFX(const Events::PlaySFX &event);
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EventRelay<SoundSystem, Events::PlayBGM> m_EPlayBGM;
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bool PlayBGM(const Events::PlayBGM &event);
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void LoadSound(FMOD_SOUND*&, std::string, float, float);
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void PlaySound(FMOD_CHANNEL**, FMOD_SOUND*, float volume, bool loop);
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@@ -174,7 +174,8 @@
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<ClInclude Include="..\..\src\Events\MouseMove.h" />
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<ClInclude Include="..\..\src\Events\MousePress.h" />
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<ClInclude Include="..\..\src\Events\MouseRelease.h" />
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<ClInclude Include="..\..\src\Events\PlaySound.h" />
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<ClInclude Include="..\..\src\Events\PlayBGM.h" />
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<ClInclude Include="..\..\src\Events\PlaySFX.h" />
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<ClInclude Include="..\..\src\Events\SetVelocity.h" />
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<ClInclude Include="..\..\src\Events\TankSteer.h" />
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<ClInclude Include="..\..\src\Factory.h" />
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@@ -49,7 +49,6 @@
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<Filter>Input\Systems</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\ResourceManager.cpp" />
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<ClCompile Include="..\..\src\Sound.cpp" />
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<ClCompile Include="..\..\src\Systems\ParticleSystem.cpp">
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<Filter>Particle System\Systems</Filter>
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</ClCompile>
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@@ -66,6 +65,9 @@
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<ClCompile Include="..\..\src\Systems\HelicopterSteeringSystem.cpp">
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<Filter>Gameplay\Vehicles\Helicopter\Systems</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\Sound.cpp">
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<Filter>Audio</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="Util">
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@@ -304,9 +306,6 @@
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<Filter>Util</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\EventBroker.h" />
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<ClInclude Include="..\..\src\Events\PlaySound.h">
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<Filter>Audio\Events</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\Events\KeyDown.h">
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<Filter>Input\Events</Filter>
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</ClInclude>
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@@ -406,6 +405,12 @@
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<ClInclude Include="..\..\src\Events\ComponentCreated.h">
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<Filter>Base\Events</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\Events\PlayBGM.h">
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<Filter>Audio\Events</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\Events\PlaySFX.h">
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<Filter>Audio\Events</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\..\src\Shaders\Fragment2.glsl">
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