Made a Sound folder. Rename class Sound to SoundSystem.
Also awesome Cmakeness.
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef DAYDREAM_SOUND_H
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#define DAYDREAM_SOUND_H
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#include "AL/al.h"
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#include "AL/alc.h"
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#include "Core/System.h"
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#include "Core/World.h"
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#include "Core/EKeyDown.h"
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#include "Sound/EPlaySFX.h"
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#include "Physics/EContact.h"
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#include "Core/EventBroker.h"
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#include <Game/CBall.h>
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#include <Game/CBrick.h>
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#include <Game/CPad.h>
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namespace dd
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{
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namespace Systems
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{
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class SoundSystem : public System {
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public:
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SoundSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker) { }
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~SoundSystem();
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void Initialize() override;
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//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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void Update(double dt) override;
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//void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
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//void OnComponentRemoved(std::string type, Component* component) override;
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//void PlaySound(Components::SoundEmitter* emitter, std::string path); // Use if you want to play a temporary .wav file not from component
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//void PlaySound(std::shared_ptr<Components::SoundEmitter> emitter); // Use if you want to play .wav file from component
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//void StopSound(std::shared_ptr<Components::SoundEmitter> emitter);
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private:
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//Events
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dd::EventRelay<SoundSystem, dd::Events::KeyDown> m_EKeyDown;
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dd::EventRelay<SoundSystem, dd::Events::PlaySFX> m_EPlaySFX;
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dd::EventRelay<SoundSystem, dd::Events::Contact> m_EContact;
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bool OnKeyDown(const dd::Events::KeyDown &event);
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bool OnPlaySFX(const dd::Events::PlaySFX &event);
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bool OnContact(const dd::Events::Contact &event);
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ALuint LoadFile(std::string fileName);
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ALuint CreateSource();
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//File-info
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char m_Type[4];
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unsigned long m_Size, m_ChunkSize;
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short m_FormatType, m_Channels;
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unsigned long m_SampleRate, m_AvgBytesPerSec;
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short m_BytesPerSample, m_BitsPerSample;
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unsigned long m_DataSize;
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//std::map<Component*, ALuint> m_Sources;
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std::map<std::string, ALuint> m_BufferCache;
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//Temp
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ALuint m_Source;
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};
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}
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}
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#endif //DAYDREAM_SOUND_H
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