Was easier than I thought... a particle group gets the soundmanager passed when registering and searches for a sound with its element's name that is played upon emitting. World pausing also works. #80 #Update_your_data_folder
Changed tabs to spaces. #80
Transformed SoundManager into Singleton and could therefore remove the 'passSoundManager'-function. #80
Replaced FMOD_VECTOR in interface with glm::vec3 ... I am not sure if that was a good idea. #117
Merge remote-tracking branch 'origin/particleCollision_92' into AttachSound_80
Merged master into AttachSound.
Merge remote-tracking branch 'origin/master' into AttachSound_80

Conflicts:
	libelemate/particles/particlegroup.cpp
	libelemate/particles/particlegroup.h
explicitly initialize and release singletons (again) #80
apply coding standards to the soundmanager #80
reuse already loaded sounds #80
play particle group sounds if group not empty #80
Merge pull request #128 from lanice/AttachSound_80

[reopen] Attach sound 80
Merge remote-tracking branch 'origin/master' into steam_element_130

Conflicts:
	libelemate/particles/downgroup.cpp
	libelemate/particles/emittergroup.cpp
load particle sounds also in group copy constructor #80