Implement Equip/Unequip SFX
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@@ -21,6 +21,8 @@ public partial class InGameAudioLogic
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public readonly record struct PlayEquipSound;
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public readonly record struct PlayUnequipSound;
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public readonly record struct PlayInventorySortedSound;
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public readonly record struct PlayMenuBackSound;
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@@ -20,9 +20,8 @@ public partial class InGameAudioLogic
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gameEventDepot.DungeonAThemeAreaEntered += OnDungeonAThemeEntered;
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gameEventDepot.MenuScrolled += OnMenuScrolled;
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gameEventDepot.MenuBackedOut += OnMenuBackedOut;
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player.EquippedWeapon.Changed += OnEquippedItem;
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player.EquippedArmor.Changed += OnEquippedItem;
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player.EquippedAccessory.Changed += OnEquippedItem;
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gameRepo.EquippedItem += OnEquippedItem;
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gameRepo.UnequippedItem += OnUnequippedItem;
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gameEventDepot.InventorySorted += OnInventorySorted;
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gameEventDepot.HealingItemConsumed += OnHealingItemConsumed;
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gameEventDepot.RestorativePickedUp += OnRestorativePickedUp;
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@@ -39,9 +38,8 @@ public partial class InGameAudioLogic
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gameEventDepot.DungeonAThemeAreaEntered -= OnDungeonAThemeEntered;
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gameEventDepot.MenuScrolled -= OnMenuScrolled;
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gameEventDepot.MenuBackedOut -= OnMenuBackedOut;
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player.EquippedWeapon.Changed -= OnEquippedItem;
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player.EquippedArmor.Changed -= OnEquippedItem;
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player.EquippedAccessory.Changed -= OnEquippedItem;
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gameRepo.EquippedItem -= OnEquippedItem;
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gameRepo.UnequippedItem -= OnUnequippedItem;
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gameEventDepot.InventorySorted -= OnInventorySorted;
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gameEventDepot.TeleportEntered -= OnTeleportEntered;
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gameRepo.PlayerAttack -= OnPlayerAttack;
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@@ -63,6 +61,8 @@ public partial class InGameAudioLogic
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private void OnEquippedItem(InventoryItem equipableItem) => Output(new Output.PlayEquipSound());
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private void OnUnequippedItem(InventoryItem equipableItem) => Output(new Output.PlayUnequipSound());
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private void OnOverworldEntered() => Output(new Output.PlayOverworldMusic());
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private void OnDungeonAThemeEntered() => Output(new Output.PlayDungeonThemeAMusic());
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