PlaySFX now uses Position instead of Emitter ID for playing a sound.
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+19
-18
@@ -128,27 +128,28 @@ bool Systems::SoundSystem::OnComponentCreated(const Events::ComponentCreated &ev
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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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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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// auto emitter = m_World->GetComponent<Components::SoundEmitter>(event.Emitter);
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// if(!emitter)
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// {
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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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auto eEntity = m_World->CreateEntity();
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auto eTransform = m_World->AddComponent<Components::Transform>(eEntity);
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eTransform->Position = event.Position;
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auto eComponent = m_World->AddComponent<Components::SoundEmitter>(eEntity);
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eComponent->MinDistance = event.MinDistance;
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eComponent->MaxDistance= event.MaxDistance;
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eComponent->Loop = event.Loop;
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eComponent->Gain = event.Volume;
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emitter->type = Components::SoundEmitter::SoundType::SOUND_3D;
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eComponent->type = Components::SoundEmitter::SoundType::SOUND_3D;
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Sound* sound = ResourceManager->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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m_Sounds[eEntity] = *sound;
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FMOD_Sound_Set3DMinMaxDistance(*sound, eComponent->MinDistance, eComponent->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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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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LOG_INFO("Now playing sound %s", event.Resource.c_str());
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PlaySound(&m_Channels[eEntity], m_Sounds[eEntity], 1.0, eComponent->Loop);
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return true;
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}
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