Added Stop Sound event.
This commit is contained in:
@@ -0,0 +1,17 @@
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#ifndef Event_StopSound_h__
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#define Event_StopSound_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 StopSound : Event
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{
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EntityID Emitter;
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};
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}
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#endif // Event_StopSound_h__
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@@ -555,29 +555,6 @@ void GameWorld::Initialize()
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}
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CommitEntity(wheel);
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auto entity = CreateEntity(tank);
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auto transformComponent = AddComponent<Components::Transform>(entity);
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transformComponent->Position = glm::vec3(2,-1.7,2.0);
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transformComponent->Scale = glm::vec3(3,3,3);
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transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity);
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emitterComponent->SpawnCount = 2;
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emitterComponent->SpawnFrequency = 0.005;
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emitterComponent->SpreadAngle = glm::pi<float>();
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emitterComponent->UseGoalVelocity = false;
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emitterComponent->LifeTime = 0.5;
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//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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CommitEntity(entity);
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auto particleEntity = CreateEntity(entity);
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auto TEMP = AddComponent<Components::Transform>(particleEntity);
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TEMP->Scale = glm::vec3(0);
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auto spriteComponent = AddComponent<Components::Sprite>(particleEntity);
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spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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emitterComponent->ParticleTemplate = particleEntity;
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CommitEntity(particleEntity);
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}
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{
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@@ -639,29 +616,7 @@ void GameWorld::Initialize()
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}
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CommitEntity(wheel);
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auto entity = CreateEntity(tank);
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auto transformComponent = AddComponent<Components::Transform>(entity);
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transformComponent->Position = glm::vec3(-2,-1.7,2.0);
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transformComponent->Scale = glm::vec3(3,3,3);
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transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity);
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emitterComponent->SpawnCount = 2;
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emitterComponent->SpawnFrequency = 0.005;
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emitterComponent->SpreadAngle = glm::pi<float>();
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emitterComponent->UseGoalVelocity = false;
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emitterComponent->LifeTime = 0.5;
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//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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CommitEntity(entity);
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auto particleEntity = CreateEntity(entity);
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auto TEMP = AddComponent<Components::Transform>(particleEntity);
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TEMP->Scale = glm::vec3(0);
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auto spriteComponent = AddComponent<Components::Sprite>(particleEntity);
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spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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emitterComponent->ParticleTemplate = particleEntity;
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CommitEntity(particleEntity);
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}
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@@ -975,29 +930,7 @@ void GameWorld::Initialize()
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}
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CommitEntity(wheel);
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auto entity = CreateEntity(tank);
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auto transformComponent = AddComponent<Components::Transform>(entity);
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transformComponent->Position = glm::vec3(2,-1.7,2.0);
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transformComponent->Scale = glm::vec3(3,3,3);
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transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity);
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emitterComponent->SpawnCount = 2;
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emitterComponent->SpawnFrequency = 0.005;
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emitterComponent->SpreadAngle = glm::pi<float>();
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emitterComponent->UseGoalVelocity = false;
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emitterComponent->LifeTime = 0.5;
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//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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CommitEntity(entity);
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auto particleEntity = CreateEntity(entity);
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auto TEMP = AddComponent<Components::Transform>(particleEntity);
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TEMP->Scale = glm::vec3(0);
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auto spriteComponent = AddComponent<Components::Sprite>(particleEntity);
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spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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emitterComponent->ParticleTemplate = particleEntity;
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CommitEntity(particleEntity);
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}
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{
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@@ -1059,29 +992,6 @@ void GameWorld::Initialize()
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}
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CommitEntity(wheel);
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auto entity = CreateEntity(tank);
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auto transformComponent = AddComponent<Components::Transform>(entity);
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transformComponent->Position = glm::vec3(-2,-1.7,2.0);
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transformComponent->Scale = glm::vec3(3,3,3);
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transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity);
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emitterComponent->SpawnCount = 2;
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emitterComponent->SpawnFrequency = 0.005;
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emitterComponent->SpreadAngle = glm::pi<float>();
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emitterComponent->UseGoalVelocity = false;
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emitterComponent->LifeTime = 0.5;
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//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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CommitEntity(entity);
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auto particleEntity = CreateEntity(entity);
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auto TEMP = AddComponent<Components::Transform>(particleEntity);
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TEMP->Scale = glm::vec3(0);
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auto spriteComponent = AddComponent<Components::Sprite>(particleEntity);
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spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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emitterComponent->ParticleTemplate = particleEntity;
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CommitEntity(particleEntity);
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}
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@@ -49,6 +49,14 @@ void InputManager::Update(double dt)
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e.Loop = true;
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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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EventBroker->Publish(e);
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}
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// Mouse buttons
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for (int i = 0; i <= GLFW_MOUSE_BUTTON_LAST; ++i)
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+3
-2
@@ -12,8 +12,9 @@
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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/PLaySFX.h" //Temp
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#include "Events/PLayBGM.h" //Temp
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#include "Events/PlaySFX.h" //Temp
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#include "Events/PlayBGM.h" //Temp
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#include "Events/StopSound.h" //Temp
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class InputManager
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{
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@@ -7,6 +7,7 @@ void Systems::SoundSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_EComponentCreated, &SoundSystem::OnComponentCreated);
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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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EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::StopSound);
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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FMOD_System_Create(&m_System);
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@@ -150,19 +151,19 @@ bool Systems::SoundSystem::PlaySFX(const Events::PlaySFX &event)
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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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FMOD_BOOL* isPlaying = false;
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if(!FMOD_Channel_IsPlaying(m_Channels[event.Emitter], isPlaying))
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FMOD_BOOL isPlaying = false;
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FMOD_Channel_IsPlaying(m_Channels[event.Emitter], &isPlaying);
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if(!isPlaying)
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LOG_ERROR("FMOD: File %s is not playing", event.Resource.c_str());
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else
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{
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LOG_INFO("Now playing sound %s", event.Resource.c_str());
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}
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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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std::cout<<"ASSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS: "<<emitter<<std::endl;
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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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@@ -175,6 +176,12 @@ bool Systems::SoundSystem::PlayBGM(const Events::PlayBGM &event)
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return true;
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}
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bool Systems::SoundSystem::StopSound(const Events::StopSound &event)
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{
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FMOD_Channel_Stop(m_Channels[event.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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@@ -12,6 +12,7 @@
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#include "Events/ComponentCreated.h"
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#include "Events/PlaySFX.h"
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#include "Events/PlayBGM.h"
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#include "Events/StopSound.h"
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#include "Sound.h"
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namespace Systems
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@@ -38,6 +39,8 @@ private:
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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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EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
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bool StopSound(const Events::StopSound &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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