EStartGame up and running. Moved BGM-play from soundsystem init to EGameStart.
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@@ -1879,5 +1879,3 @@ f 166/13/239 259/24/24 401/34/255
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f 161/12/240 166/13/239 400/32/253
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f 163/27/245 161/12/240 399/29/251
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f 256/19/19 163/27/245 398/30/30
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l 300 301
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l 299 298
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+64
-31
@@ -52,6 +52,9 @@
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#include "Physics/CBoxShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Game/EGameStart.h"
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#include "Sound/EPlaySound.h"
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namespace dd
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{
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@@ -72,13 +75,11 @@ public:
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m_World = std::make_shared<World>(m_EventBroker);
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>(
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[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>(
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[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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@@ -86,10 +87,10 @@ public:
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m_World->SystemFactory.Register<Systems::SoundSystem>([this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::SoundSystem>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::RectangleShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->ComponentFactory.Register<Components::RectangleShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->ComponentFactory.Register<Components::Ball>();
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m_World->ComponentFactory.Register<Components::Brick>();
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m_World->ComponentFactory.Register<Components::Pad>();
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@@ -98,9 +99,9 @@ public:
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m_World->ComponentFactory.Register<Components::PowerUp>();
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m_World->ComponentFactory.Register<Components::PowerUpBrick>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->SystemFactory.Register<Systems::LevelSystem>([this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LevelSystem>();
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@@ -109,10 +110,10 @@ public:
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m_World->SystemFactory.Register<Systems::BallSystem>([this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::BallSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::PointLight>();
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m_World->Initialize();
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m_World->Initialize();
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//TODO: Remove tobias light-test code.
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@@ -120,29 +121,29 @@ public:
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}*/
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//OctoBall
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.f, 0.26f, -10.f);
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.f, 0.26f, -10.f);
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transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
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transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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ball->Speed = 5.f;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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m_World->CommitEntity(ent);
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}
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}
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//PointLightTest
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{
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@@ -227,6 +228,11 @@ public:
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m_World->CommitEntity(ent);
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}
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//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
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m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EGameStart);
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m_LastTime = glfwGetTime();
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}
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@@ -243,9 +249,14 @@ public:
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// Update input
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m_InputManager->Update(dt);
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m_World->Update(dt);
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if (m_GameIsRunning) {
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m_World->Update(dt);
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}
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if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_ENTER)) {
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Events::GameStart e;
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m_EventBroker->Publish(e);
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}
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//
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// if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
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// ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
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@@ -263,12 +274,15 @@ public:
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}
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//TODO Fill up the renderQueue with models (Temp fix)
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TEMPAddToRenderQueue();
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if (m_GameIsRunning) {
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TEMPAddToRenderQueue();
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}
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// Render scene
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//TODO send renderqueue to draw.
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m_Renderer->Draw(m_RendererQueue);
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m_EventBroker->Process<Engine>();
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// Swap event queues
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m_EventBroker->Clear();
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@@ -355,7 +369,6 @@ public:
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}
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}
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m_RendererQueue.Sort();
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}
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//TODO: Get this out of engine.h
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@@ -416,7 +429,27 @@ private:
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std::shared_ptr<InputManager> m_InputManager;
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std::shared_ptr<World> m_World;
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//TODO: Redo
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bool m_GameIsRunning = false;
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dd::EventRelay<Engine, dd::Events::GameStart> m_EGameStart;
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bool OnGameStart(const dd::Events::GameStart &event)
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{
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m_GameIsRunning = true;
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//Todo: Move this
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{
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dd::Events::PlaySound e;
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e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
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e.isAmbient = true;
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m_EventBroker->Publish(e);
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}
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{
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dd::Events::PlaySound e;
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e.path = "Sounds/BGM/water-flowing.wav";
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e.volume = 0.3f;
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e.isAmbient = true;
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m_EventBroker->Publish(e);
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}
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};
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double m_LastTime;
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};
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@@ -0,0 +1,25 @@
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//
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// Created by Adam on 2015-09-25.
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//
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#ifndef EVENTS_EGAMESTART_H__
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#define EVENTS_EGAMESTART_H__
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#include "Core/EventBroker.h"
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namespace dd
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{
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namespace Events
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{
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struct GameStart : public Event
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{
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};
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}
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}
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#endif
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@@ -36,26 +36,7 @@ void dd::Systems::SoundSystem::Initialize()
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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.path = "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.path = "Sounds/BGM/water-flowing.wav";
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e.volume = 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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dd::Events::MasterVolume e;
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e.isAmbient = true;
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e.gain = 1.f;
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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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@@ -182,12 +163,6 @@ bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
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}
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}
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{
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dd::Events::StopSound e;
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e.path = "Sounds/BGM/water-flowing.wav";
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EventBroker->Publish(e);
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}
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//Send play-sound event
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dd::Events::PlaySound e;
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e.path = collisionSound->filePath;
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