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This repository was archived by the owner on Jan 5, 2024. It is now read-only.
Added sound channel group for menu sounds and used it when an activity isn't running, so immobile sounds in game are separated and can thus be paused separately
FMOD::ChannelGroup *m_SoundChannelGroup; //!< The FMOD ChannelGroup for sounds.
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FMOD::ChannelGroup *m_MobileSoundChannelGroup; //!< The FMOD ChannelGroup for mobile sounds.
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FMOD::ChannelGroup *m_ImmobileSoundChannelGroup; //!< The FMOD ChannelGroup for immobile sounds.
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FMOD::ChannelGroup *m_MenuSoundChannelGroup; //!< The FMOD ChannelGroup for immobile sounds.
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bool m_AudioEnabled; //!< Bool to tell whether audio is enabled or not.
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std::vector<std::unique_ptr<const Vector>> m_CurrentActivityHumanPlayerPositions; //!< The stored positions of each human player in the current activity. Only filled when there's an activity running.
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