WIP
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@@ -6,12 +6,12 @@ dd::Systems::SoundSystem::~SoundSystem()
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for (auto &bgm : m_BGMSourcesToBuffers) {
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alSourceStop(bgm.first);
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alDeleteSources(1, &bgm.first);
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bgm.second->~Sound();
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//bgm.second->~Sound();
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}
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for (auto &sfx : m_SFXSourcesToBuffers) {
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alSourceStop(sfx.first);
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alDeleteSources(1, &sfx.first);
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sfx.second->~Sound();
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//sfx.second->~Sound();
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}
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m_BGMSourcesToBuffers.clear();
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m_SFXSourcesToBuffers.clear();
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@@ -40,22 +40,20 @@ void dd::Systems::SoundSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
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EVENT_SUBSCRIBE_MEMBER(m_EMasterVolume, &SoundSystem::OnMasterVolume);
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//Todo: Move this
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{
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dd::Events::PlaySound e;
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e.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav";
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e.IsAmbient = true;
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EventBroker->Publish(e);
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}
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{
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dd::Events::PlaySound e;
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e.FilePath = "Sounds/BGM/water-flowing.wav";
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e.Gain = 0.3f;
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e.IsAmbient = true;
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EventBroker->Publish(e);
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}
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// //Todo: Move this
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// {
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// dd::Events::PlaySound e;
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// e.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav";
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// e.IsAmbient = true;
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// EventBroker->Publish(e);
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// }
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// {
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// dd::Events::PlaySound e;
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// e.FilePath = "Sounds/BGM/water-flowing.wav";
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// e.Gain = 0.3f;
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// e.IsAmbient = true;
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// EventBroker->Publish(e);
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// }
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}
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void dd::Systems::SoundSystem::Update(double dt)
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@@ -88,7 +86,7 @@ ALuint dd::Systems::SoundSystem::CreateSource()
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bool dd::Systems::SoundSystem::OnPlaySound(const dd::Events::PlaySound &event)
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{
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//Loading and binding sound buffer to source
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Sound *sound = ResourceManager::Load<Sound>(event.FilePath);
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Sound *sound = ResourceManager::Load<Sound>(event.FilePath);
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if (sound == nullptr) {
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return false;
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}
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@@ -181,10 +179,10 @@ bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
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//Send play-sound event
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{
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dd::Events::PlaySound e;
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e.FilePath = collisionSound->FilePath;
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e.IsAmbient = false;
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EventBroker->Publish(e);
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// dd::Events::PlaySound e;
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// e.FilePath = collisionSound->FilePath;
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// e.IsAmbient = false;
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// EventBroker->Publish(e);
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}
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return true;
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