god knows whats diff but audio is sort of working ish
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@ -79,12 +79,13 @@ namespace SHADE
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LoadBank("../../Assets/Audio/Master.bank");
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LoadBank("../../Assets/Audio/Master.strings.bank");
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//LoadBank("resources/audio/banks/Music.bank");
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//LoadBank("resources/audio/banks/SFX.bank");
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LoadBank("../../Assets/Audio/Music.bank");
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LoadBank("../../Assets/Audio/SFX.bank");
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//auto clip = CreateAudioClip("event:/SFX/Dawn/Dawn_Attack");
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//auto clip = CreateAudioClip("event:/Characters/sfx_footsteps_human");
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//clip->Play();
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//PlayEventOnce("event:/SFX/Dawn/Dawn_Attack");
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//PlayEventOnce("event:/Characters/sfx_footsteps_human");
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PlayEventOnce("event:/SFX/Dawn/Dawn_Attack");
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}
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void SHADE::SHAudioSystem::Run(float dt)
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@ -147,7 +148,7 @@ namespace SHADE
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ErrorCheck();
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}
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if (system)
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if (fmodStudioSystem)
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{
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result = fmodStudioSystem->release();
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ErrorCheck();
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@ -13,6 +13,9 @@
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#include "SHEditorComponentView.hpp"
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#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
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#include "ECS_Base/Managers/SHSystemManager.h"
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#include "AudioSystem/SHAudioSystem.h"
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namespace SHADE
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{
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template<typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true>
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@ -50,6 +53,14 @@ namespace SHADE
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ImGui::InputText("##EntityName", &entity->name);
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if (ImGui::Button("AUDIO"))
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{
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if (auto audioSystem = SHSystemManager::GetSystem<SHADE::SHAudioSystem>())
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{
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audioSystem->PlayEventOnce("event:/SFX/Dawn/Dawn_Attack");
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}
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}
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if (auto transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(eid))
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{
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DrawComponent(transformComponent);
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