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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- //----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //----------------------------------------------------------------------------
- //
- // Project: RTS 3
- //
- // File name: Common/GameSounds.h
- //
- // Created: 5/02/01
- //
- //----------------------------------------------------------------------------
- #pragma once
- #ifndef __COMMON_GAMESOUNDS_H_
- #define __COMMON_GAMESOUNDS_H_
- #include "Common/SubsystemInterface.h"
- #include "Common/GameAudio.h"
- #include "Common/GameType.h"
- // Forward declarations
- class AudioEventRTS;
- class SoundManager : public SubsystemInterface
- {
- public:
- SoundManager();
- virtual ~SoundManager();
- virtual void init( void ); ///< Initializes the sounds system
- virtual void postProcessLoad();
- virtual void update( void ); ///< Services sounds tasks. Called by AudioInterface
- virtual void reset( void ); ///< Reset the sounds system
- virtual void loseFocus( void ); ///< Called when application loses focus
- virtual void regainFocus( void ); ///< Called when application regains focus
-
- virtual void setListenerPosition( const Coord3D *position ); ///< Set the listener position for map3DSound() calculations
- virtual void setViewRadius( Real viewRadius );///< Sets the radius of the view from the center of the screen in world coordinate units
- virtual void setCameraAudibleDistance( Real audibleDistance );
- virtual Real getCameraAudibleDistance( void );
-
- virtual void addAudioEvent(AudioEventRTS *eventToAdd); // pre-copied
- virtual void notifyOf2DSampleStart( void );
- virtual void notifyOf3DSampleStart( void );
- virtual void notifyOf2DSampleCompletion( void );
- virtual void notifyOf3DSampleCompletion( void );
- virtual Int getAvailableSamples( void );
- virtual Int getAvailable3DSamples( void );
- // empty string means that this sound wasn't found or some error occurred. CHECK FOR EMPTY STRING.
- virtual AsciiString getFilenameForPlayFromAudioEvent( const AudioEventRTS *eventToGetFrom );
- // called by this class and MilesAudioManager to determine if a sound can still be played
- virtual Bool canPlayNow( AudioEventRTS *event );
- protected:
- virtual Bool violatesVoice( AudioEventRTS *event );
- virtual Bool isInterrupting( AudioEventRTS *event );
-
- protected:
- UnsignedInt m_num2DSamples;
- UnsignedInt m_num3DSamples;
- UnsignedInt m_numPlaying2DSamples;
- UnsignedInt m_numPlaying3DSamples;
- };
- #endif // __COMMON_GAMESOUNDS_H_
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