Some new logic, m_Channels and m_Sounds added. Sound is really low...
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@@ -10,10 +10,10 @@ namespace Components
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struct SoundEmitter : Component
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{
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SoundEmitter() : Gain(1.f), MaxDistance(1.f), ReferenceDistance(1.f), Pitch(1.f), Loop(false) {}
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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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float ReferenceDistance;
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float MinDistance;
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float Pitch;
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bool Loop;
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std::string Path;
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+31
-8
@@ -218,7 +218,7 @@ void GameWorld::Initialize()
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{
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auto tank = CreateEntity();
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auto listener = AddComponent<Components::Listener>(tank);
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auto transform = AddComponent<Components::Transform>(tank);
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transform->Position = glm::vec3(0, 5, 0);
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//transform->Orientation = glm::angleAxis(0.f, glm::vec3(0, 1, 0));
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@@ -309,6 +309,7 @@ void GameWorld::Initialize()
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auto cameraComp = AddComponent<Components::Camera>(camera);
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cameraComp->FarClip = 2000.f;
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AddComponent<Components::Input>(camera);
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AddComponent<Components::Listener>(tank);
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//auto freeSteering = AddComponent<Components::FreeSteering>(camera);
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CommitEntity(camera);
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}
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@@ -688,13 +689,35 @@ void GameWorld::Initialize()
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}
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}
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auto soundEmitter = CreateEntity();
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auto transform = AddComponent<Components::Transform>(soundEmitter);
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transform->Position = glm::vec3(0,10,0);
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transform->Scale = glm::vec3(3);
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AddComponent<Components::SoundEmitter>(soundEmitter);
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auto model = AddComponent<Components::Model>(soundEmitter);
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model->ModelFile = "Models/PlaceHolders/PhysicsTest/PointLight.obj";
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{
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auto se1 = CreateEntity();
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auto transform = AddComponent<Components::Transform>(se1);
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transform->Position = glm::vec3(0,10,0);
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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 = 1.f;
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emitterComponent->MaxDistance = 50.f;
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emitterComponent->Gain = 1;
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auto model = AddComponent<Components::Model>(se1);
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model->ModelFile = "Models/PlaceHolders/PhysicsTest/PointLight.obj";
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CommitEntity(se1);
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}
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{
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auto se2 = CreateEntity();
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auto transform = AddComponent<Components::Transform>(se2);
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transform->Position = glm::vec3(100,10,0);
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transform->Scale = glm::vec3(3);
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auto emitterComponent = AddComponent<Components::SoundEmitter>(se2);
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emitterComponent->Path = "Sounds/DarkHorse.mp3";
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emitterComponent->Gain = 1;
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emitterComponent->MinDistance = 1.f;
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emitterComponent->MaxDistance = 50.f;
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auto model = AddComponent<Components::Model>(se2);
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model->ModelFile = "Models/PlaceHolders/PhysicsTest/PointLight.obj";
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CommitEntity(se2);
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}
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/*for (int x = 0; x < 5; x++)
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@@ -159,7 +159,7 @@ bool Systems::InputSystem::OnBindKey(const Events::BindKey &event)
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else
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{
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m_KeyBindings[event.KeyCode] = std::make_tuple(event.Command, event.Value);
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LOG_DEBUG("Input: Bound key %c to %s", (char)event.KeyCode, event.Command.c_str());
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LOG_DEBUG("Input: Bound key %i:%c to %s", event.KeyCode, (char)event.KeyCode, event.Command.c_str());
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}
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return true;
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+54
-30
@@ -19,9 +19,11 @@ void Systems::SoundSystem::Initialize()
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m_FmodSystem->playSound(FMOD_CHANNEL_FREE, sound, false, 0);*/
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FMOD_System_Create(&m_System);
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FMOD_System_Init(m_System, 32, FMOD_INIT_NORMAL, nullptr);
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FMOD_System_Set3DSettings(m_System, 10.0f, 10.f, 1.0f); //dopplerScale, distancefactor, rolloffscale
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FMOD_System_GetMasterChannelGroup(m_System, &m_ChannelGruoup);
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FMOD_System_Init(m_System, 1024, FMOD_INIT_NORMAL, nullptr);
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FMOD_System_Set3DSettings(m_System, 10.0f, 1.f, 100.f); //dopplerScale, distancefactor, rolloffscale
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//FMOD_System_GetMasterChannelGroup(m_System, &m_ChannelGruoup);
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m_Playing = false;
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}
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void Systems::SoundSystem::RegisterComponents(ComponentFactory* cf)
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@@ -60,13 +62,14 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
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glm::vec3 tForward = tOri[2];
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FMOD_VECTOR lForward = {tForward.x, tForward.y, tForward.z};
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FMOD_System_Set3DListenerAttributes(m_System, 0, (const FMOD_VECTOR*)&lPos, (const FMOD_VECTOR*)&lVel, (const FMOD_VECTOR*)&lForward, (const FMOD_VECTOR*)&lUp);
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FMOD_System_Set3DListenerAttributes(m_System, lID, (const FMOD_VECTOR*)&lPos, (const FMOD_VECTOR*)&lVel, (const FMOD_VECTOR*)&lForward, (const FMOD_VECTOR*)&lUp);
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}
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auto emitter = m_World->GetComponent<Components::SoundEmitter>(entity);
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if(emitter)
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{
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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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glm::vec3 tPos = eTransform->Position;
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@@ -75,53 +78,74 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
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glm::vec3 tVel = eTransform->Velocity;
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FMOD_VECTOR eVel = {tVel.x, tVel.y, tVel.z};
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FMOD_Channel_SetMode(channel, FMOD_3D_LINEARROLLOFF);
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FMOD_Channel_Set3DAttributes(channel, (const FMOD_VECTOR*)&ePos, (const FMOD_VECTOR*)&eVel);
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if(!m_Playing)
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{
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PlaySound(m_Channels[entity], 1, false);
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PlaySound(channel, sound, 1, emitter->Loop);
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m_Playing = true;
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}
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}
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}
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void Systems::SoundSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
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{
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if(type == typeid(Components::SoundEmitter).name())
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// if(type == typeid(Components::Listener).name())
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// {
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// m_Listeners.push_back(component->Entity);
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// }
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//
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// if (type == typeid(Components::SoundEmitter).name())
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// {
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// //std::shared_ptr<Components::SoundEmitter> eComponent = std::dynamic_pointer_cast<Components::SoundEmitter>(component);
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//
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// FMOD_CHANNEL* channel;
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// m_Channels.insert(std::pair<EntityID, FMOD_CHANNEL*>(component->Entity, channel));
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//
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// LoadSound("Sounds/DarkHorse.mp3", 100, 30, false, 1, 0);
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// }
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}
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void Systems::SoundSystem::OnEntityCommit(EntityID entity)
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{
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//TEMP ska slängas in i OnComponentCreated
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auto lComponent = m_World->GetComponent<Components::Listener>(entity);
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if(lComponent)
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{
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m_Listeners.push_back(component->Entity);
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m_Listeners.push_back(entity);
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}
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if (type == typeid(Components::SoundEmitter).name())
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auto eCompoonent = m_World->GetComponent<Components::SoundEmitter>(entity);
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if(eCompoonent)
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{
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FMOD_CHANNEL* channel;
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m_Channels.insert(std::pair<EntityID, FMOD_CHANNEL*>(component->Entity, channel));
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LoadSound("Sounds/WUB.mp3");
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FMOD_SOUND* sound;
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std::string path = eCompoonent->Path;
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float volume = eCompoonent->Gain;
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bool loop = eCompoonent->Loop;
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float maxDist = eCompoonent->MaxDistance;
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float minDist = eCompoonent->MinDistance;
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float pitch = eCompoonent->Pitch;
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if(LoadSound(sound, path, maxDist, minDist, loop, volume, pitch) != FMOD_OK)
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LOG_ERROR("FMOD did not load sound file");
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m_Channels.insert(std::make_pair(entity, channel));
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m_Sounds.insert(std::make_pair(entity, sound));
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}
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}
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bool Systems::SoundSystem::LoadSound(std::string filePath)
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FMOD_RESULT Systems::SoundSystem::LoadSound(FMOD_SOUND* &sound, std::string filePath, float maxDist, float minDist, bool loop, float volume, float pitch)
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{
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bool loadedFile;
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FMOD_RESULT result = FMOD_System_CreateSound(m_System, filePath.c_str(), FMOD_3D_LINEARROLLOFF, NULL, &m_Sound);
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result = FMOD_Sound_Set3DMinMaxDistance(m_Sound, 1.f, 100.f);
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FMOD_RESULT result = FMOD_System_CreateSound(m_System, filePath.c_str(), FMOD_3D , 0, &sound);
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FMOD_Sound_Set3DMinMaxDistance(m_Sound, minDist, maxDist);
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if(result != FMOD_OK)
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{
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loadedFile = false;
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LOG_ERROR("FMOD ERROR: Could not load sound file: %s \n", filePath.c_str());
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}
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else
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{
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loadedFile = true;
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}
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return loadedFile;
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return result;
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}
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void Systems::SoundSystem::PlaySound(FMOD_CHANNEL* channel, float volume, bool loop)
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void Systems::SoundSystem::PlaySound(FMOD_CHANNEL* channel, FMOD_SOUND* sound, float volume, bool loop)
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{
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m_Playing = true;
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FMOD_System_PlaySound(m_System, FMOD_CHANNEL_FREE, m_Sound, false, &channel);
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FMOD_System_PlaySound(m_System, FMOD_CHANNEL_FREE, sound, false, &channel);
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FMOD_Channel_SetVolume(channel, volume);
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}
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@@ -26,20 +26,25 @@ public:
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
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void OnEntityCommit(EntityID entity) override;
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FMOD::System *m_FmodSystem;
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private:
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// Events
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EventRelay<Events::PlaySound> m_EPlaySound;
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bool LoadSound(std::string filePath);
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void PlaySound(FMOD_CHANNEL*, float volume, bool loop);
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FMOD_RESULT LoadSound(FMOD_SOUND*&, std::string, float, float, bool, float, float);
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void PlaySound(FMOD_CHANNEL*, FMOD_SOUND*, float volume, bool loop);
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void RemoveEmitter(EntityID ent);
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std::vector<EntityID> m_Listeners;
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FMOD_SYSTEM* m_System;
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FMOD_CHANNELGROUP* m_ChannelGruoup;
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//std::map<EntityID, FMOD_CHANNEL*> m_Channels;
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std::map<EntityID, FMOD_CHANNEL*> m_Channels;
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std::map<EntityID, FMOD_SOUND*> m_Sounds;
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FMOD::System *m_FmodSystem;
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FMOD_SOUND* m_Sound; //Temp
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bool m_Playing; //TEMP
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};
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