Populating the sound emitters
Open the Engine.h
file and add a new prototype for a populateEmitters
function and a new STL vector
of Vector2f
objects:
    ...     ...     ...     // Run will call all the private functions     bool detectCollisions(PlayableCharacter& character);     // Make a vector of the best places to emit sounds from     void populateEmitters(vector <Vector2f>& vSoundEmitters,         int** arrayLevel);     // A vector of Vector2f for the fire emitter locations     vector <Vector2f> m_FireEmitters;     public:     ...     ...     ...
The populateEmitters
function takes a vector
of Vector2f
objects as a parameter, as well as a pointer to pointer...