Playing sound on EGameStart. Menu sounds.
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@@ -1,7 +1,3 @@
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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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@@ -19,6 +19,7 @@
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#include "Sound/EMasterVolume.h"
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#include "Physics/ECreateParticleSequence.h"
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#include "Physics/EContact.h"
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#include "Game/EGameStart.h"
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namespace dd
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@@ -54,6 +55,9 @@ private:
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bool OnStopSound(const dd::Events::StopSound &event);
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dd::EventRelay<SoundSystem, dd::Events::MasterVolume> m_EMasterVolume;
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bool OnMasterVolume(const dd::Events::MasterVolume &event);
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dd::EventRelay<SoundSystem, dd::Events::GameStart> m_EGameStart;
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bool OnGameStart(const dd::Events::GameStart &event);
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ALuint CreateSource();
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};
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@@ -39,24 +39,10 @@ void dd::Systems::SoundSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_EPlaySFX, &SoundSystem::OnPlaySound);
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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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EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &SoundSystem::OnGameStart);
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m_SFXMasterVolume = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<float>("Audio.SFXVolume", 1.f);
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m_BGMMasterVolume = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<float>("Audio.BGMVolume", 1.f);
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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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@@ -182,14 +168,33 @@ 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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e.Gain = 0.8f;
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EventBroker->Publish(e);
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}
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return true;
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}
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bool dd::Systems::SoundSystem::OnGameStart(const dd::Events::GameStart &event)
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{
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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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return true;
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}
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