Audio legacy cleanup - Move global functions to be handled by AudioSystemComponent (#3283)
* Removes legacy audio listener updates from ViewSys These functions were empty and logging a warning, removed. Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com> * Move more audio functions to AudioSystemComponent For global actions like Mute/Unmute, Reload, StopAll, Load/Unload Level, we move those functions to be handled by the AudioSystemComponent in LmbrCentral. This lets us remove some includes of IAudioSystem.h from Editor and Legacy/CrySystem. There were several locations where audio banks were being loaded and unloaded for a level. Now they all call into the AudioSystemComponent and we don't have multiple copies of the same code. Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
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@@ -200,11 +200,6 @@ void CViewSystem::Update(float frameTime)
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if (bIsActive)
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{
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CCamera& rCamera = pView->GetCamera();
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if (!s_debugCamera || !s_debugCamera->IsEnabled())
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{
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pView->UpdateAudioListener(rCamera.GetMatrix());
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}
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if (const SViewParams* currentParams = pView->GetCurrentParams())
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{
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SViewParams copyCurrentParams = *currentParams;
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@@ -554,12 +549,6 @@ void CViewSystem::SetOverrideCameraRotation(bool bOverride, Quat rotation)
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m_overridenCameraRotation = rotation;
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}
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//////////////////////////////////////////////////////////////////////////
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void CViewSystem::UpdateSoundListeners()
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{
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AZ_ErrorOnce("CryLegacy", false, "CryLegacy view system no longer available (CViewSystem::UpdateSoundListeners)");
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}
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//////////////////////////////////////////////////////////////////
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void CViewSystem::OnLoadingStart([[maybe_unused]] const char* levelName)
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{
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