<commit_before>#include "SoundComponent.h"
#include "../../Sound.h"

namespace thomas
{
	namespace object
	{
		namespace component
		{
			SoundComponent::SoundComponent()
			{
				m_name == "";
				m_volume = 1;
				m_looping = true;
			}

			SoundComponent::~SoundComponent()
			{

			}

			bool SoundComponent::SetClip(std::string name)
			{
				m_instance = Sound::CreateInstance(name);
				if (m_instance)
				{
					m_instance->SetVolume(m_volume);
					m_name = name;
					return true;
				}
				else
					return false;
			}

			std::string SoundComponent::GetName()
			{
				return m_name;
			}
<commit_msg>Added temporary fix for loading sound waves and wavebanks into the sound engine<commit_after>#include "SoundComponent.h"
#include "../../Sound.h"

namespace thomas
{
	namespace object
	{
		namespace component
		{
			SoundComponent::SoundComponent()
			{
				m_name == "";
				m_volume = 1;
				m_looping = true;
			}

			SoundComponent::~SoundComponent()
			{

			}

			bool SoundComponent::SetClip(std::string name)
			{
				m_instance = Sound::CreateInstance(name);
				if (m_instance)
				{
					m_instance->SetVolume(m_volume);
					m_name = name;
					return true;
				}
				else
				{
					Sound::LoadWaveBank(name);
					Sound::LoadWave(name);

					m_instance = Sound::CreateInstance(name);
					m_instance->SetVolume(m_volume);
					m_name = name;
					return true;
					//return false;
				}
			}

			std::string SoundComponent::GetName()
			{
				return m_name;
			}

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