Merge pull request #3 from pchan126/feature/mp3Volume

Add mp3 volume function
Merge pull request #3 from pchan126/feature/mp3Volume

Add mp3 volume function (reverse-merged from commit 228725ac9d0c07623f74c137978e804f11ab5d2f)
- Removed the solution folder from the VS2010 build.
- Reversed the merge pull request #3 from pchan126/feature/mp3Volume accidentally added to Master.

"Add mp3 volume function (reverse-merged from commit 228725ac9d0c07623f74c137978e804f11ab5d2f)"
Merge remote-tracking branch 'origin/development'
Merge remote-tracking branch 'refs/remotes/origin/development'
Merge remote-tracking branch 'refs/remotes/origin/development'
Merge remote-tracking branch 'origin/development'
Create README.md
- Updated the project read-me.
Merge remote-tracking branch 'refs/remotes/origin/development'
- Added the ability to unregister a module.  This isn't used very often but has been used in the past for game-project templated modules.
- Added ability to force the texture manager to upload the bitmap to a texture again.
- The Scene now performs both "onCollision" & "onCollisionEnd()" callbacks on itself (or its behaviors), the scene objects (or their behaviors).
- Modified toy behaviors to use "onCollision" rather than "handlesCollision" which is jusy confusing and inconsistent.
- Rather than the Scene raising "onCollision" (which has a short-form for its arguments) for both SceneObject or its behaviors, I've decided to name this "onSelfCollision()" to indicate the different arguments passed i.e. the object itself (self) isn't referred to.  Personally I don't like this short-form callback but I can see how it's handy.
- Added "onSelfEndCollision()" changes as well for the special-case collision callbacks.
- Minor performance increases.  This behavior needs rewriting really, it's pretty terrible.
- Fixed bad callback argument format.
- The "Scene::onCollision()" and "Scene::onEndCollision()" (mutial object collision callbacks) only get called when both objects involved have their collision callback active which hasn't changed however now the "self" collision callbacks on both SceneObject and their behaviors are called when the respective SceneObject has its collision callback active i.e. it does not require the other objects (the object it's colliding with) to be active.

An example of this would be not having to turn-on collision callbacks on static scenary to get a collision callback for a player.  In this case you could use the "onSelfCollision()" or "onSelfEndCollision()" callbacks but not the mutual scene callbacks if the other object(s) didn't have their collision callback turned-on.