The sound emitter component
Within the entity component system paradigm, every possible entity parameter or feature is represented as a component. Emitting sounds is definitely one of those features. In order for that to happen, we do have some setting up to do, starting with creating and implementing it in the C_SoundEmitter.h
header. Before that, however, let's define the types of sounds an entity can have:
enum class EntitySound{ None = -1, Footstep, Attack, Hurt,Death };
As you can see, we're only going to be working with four types of sound, one of which is going to be implemented in this chapter. A None
value is also set up in order to make error checking easier.
Every sound that an entity can emit will most likely have different frames it ...
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