add fmod to CMakeLists.txt and add FindFMOD.cmake
Merge remote-tracking branch 'origin/master' into fmod_integration
add sound to the project
toggle by pressing "P"
add bombsoundeffect
activate by clicking "O"
'sprint' when pressing SHIFT
change osg::vec3 to osg::vec3f in World::setUniforms()
change GodNavigation to use _center instead of _eye when moving
remove functions that are unneccecary now

movement now happens through relocation of the _center, the _eye just 'follows' it. so for rotation we don't have to rotate AND move the _eye anymore. We just rotate the _center, and the _eye, which 'looks' at the _center, rotates and moves automatically to follow it.
minor changes
add heightAt() to ElemateTerrain (for one tile currently) + camera lookAt debugger
fix debug uniform
let camera and center adjust height relative to height of terrain at the center position
minor change
add 3D sound (navigation in console)
add pitch rotation when scolling with mousewheel
add smooth rotation to initial rotation when pressing SPACE
improved soundmanager
-move strings up, down, left, right, foreward, backward with
u,o,j,l,i,k
fix physx simulate->fetchResults; elapsed time sometimes zero

See PxScene.h: "calling simulate() twice without an intervening fetchResults() or fetchResults() twice without an intervening simulate() causes an error condition."
"The parameter [elapsedTime] has to be larger than 0, else the resulting behavior will be undefined."
don't update objects physics if sleeping

physx puts actors to "sleep" when not moving since some time..
use synchronous fetchResults(), fixes the crashing physx?