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https://github.com/celisej567/mcpe.git
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migrate ALMOST everything from source tree into client
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79
source/client/sound/SoundEngine.cpp
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79
source/client/sound/SoundEngine.cpp
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/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "SoundEngine.hpp"
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#include "SoundDefs.hpp"
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SoundEngine::SoundEngine()
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{
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#ifndef ORIGINAL_CODE
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m_pOptions = nullptr;
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field_A20 = 0;
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#endif
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}
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void SoundEngine::init(Options* options)
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{
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m_pOptions = options;
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m_repository.add("step.cloth", SA_cloth1);
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m_repository.add("step.cloth", SA_cloth2);
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m_repository.add("step.cloth", SA_cloth3);
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m_repository.add("step.cloth", SA_cloth4);
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m_repository.add("step.grass", SA_grass1);
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m_repository.add("step.grass", SA_grass2);
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m_repository.add("step.grass", SA_grass3);
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m_repository.add("step.grass", SA_grass4);
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m_repository.add("step.gravel", SA_gravel1);
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m_repository.add("step.gravel", SA_gravel2);
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m_repository.add("step.gravel", SA_gravel3);
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m_repository.add("step.gravel", SA_gravel4);
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m_repository.add("step.sand", SA_sand1);
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m_repository.add("step.sand", SA_sand2);
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m_repository.add("step.sand", SA_sand3);
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m_repository.add("step.sand", SA_sand4);
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m_repository.add("step.stone", SA_stone1);
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m_repository.add("step.stone", SA_stone2);
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m_repository.add("step.stone", SA_stone3);
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m_repository.add("step.stone", SA_stone4);
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m_repository.add("step.wood", SA_wood1);
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m_repository.add("step.wood", SA_wood2);
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m_repository.add("step.wood", SA_wood3);
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m_repository.add("step.wood", SA_wood4);
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m_repository.add("random.splash", SA_splash);
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m_repository.add("random.explode", SA_explode);
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m_repository.add("random.click", SA_click);
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}
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void SoundEngine::play(const std::string& name)
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{
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if (m_pOptions->field_4 == 0.0f)
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return;
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SoundDesc sd;
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if (m_repository.get(name, sd))
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m_soundSystem.playAt(sd, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f);
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}
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void SoundEngine::play(const std::string& name, float a, float b, float c, float d, float e)
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{
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if (m_pOptions->field_4 == 0.0f || d <= 0.0f)
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return;
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SoundDesc sd;
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if (m_repository.get(name, sd))
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m_soundSystem.playAt(sd, a, b, c, d, e);
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}
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