Added sound to Thrive

Fix getScriptDirectory utility function

Use the calling script as a reference, not the file where
getScriptDirectory resides.

Linux install script for ogg library

Linux install script for Vorbis library

Add OgreOggSound sources to contrib

Due to some necessary changes to OgreOggSound's CMakeLists.txt,
it's easier to add its sources to contrib than to install it
into the build environment.

Custom CMakeLists.txt for OgreOggSound

Ignore OgreOggSound generated documentation in git

Add Find modules for sound libraries

Add OgreOggSound to compiled contribs

Move plugins into bin

OgreOggSound needs to be loaded as a plugin. But it also needs
to be linked to the executable, so the DLL must reside in the
usual Windows DLL search path. Which is the executables
directory. Therefore, all plugins need to move where the
exeutable is so everyone's happy.

Add SoundSourceSystem

Fix FindOpenAL

The previous version was a mess. The new version is pretty much
copied & pasted from FindVorbis.

Disable OpenAL EFX

OgreOggSound requires the efx-util.h header when EFX is enabled.
I can't find this header in any recent version of the OpenAL
library, so let's disable it for now.

Copy sound files over

Setup sound manager in engine

Make SoundSourceSystem::init take a GameState instead of an Engine

Add SoundSourceSystem::activate and deactivate

Add Lua bindings for SoundSourceSystem

Add test code for sound

Adapt sound branch to binary assets changes

Sound sources can now play multiple sounds

Remove debug statement
Sound should now work on windows as well as linux.
- Included changes from gui library branch of downloading cmake instead of relying on user installation. This will need a bit of consideration when merging those two branches.
- I saw myself forced to change ogreoggsoundmanager.cpp of the ogreogg sound library (license does permit this) due to apparently non-sensical code specific for windows. This may need future review.
- Fixed 3D sound
- Added attachObject functionality to OgreSceneNodeComponent (mirroring underlying scenenode functionality)
partial work on ambient sound
Fixed sound state failing to update after save/load.
Fixed missing unpacking of .tar.gz in install scripts for ogg and vorbis.
Re-enabled unpacking of compressed downlodads in openAL install script
Removed unnecesary debug messages in cmake scripts.
Added installation procedure to add OpenAL32.dll to windows distributions.
Added missing paranthesis
giving up on clean implementation of ambient sounds.
Current version will play the correct sound about 60% of the time and will just silently fail the other 40% with no sign of anything being wrong.
Ambient sounds now has a clean design.