GameMusic.h 4.1 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. //----------------------------------------------------------------------------
  24. //
  25. // Westwood Studios Pacific.
  26. //
  27. // Confidential Information
  28. // Copyright (C) 2001 - All Rights Reserved
  29. //
  30. //----------------------------------------------------------------------------
  31. //
  32. // Project: RTS 3
  33. //
  34. // File name: Common/GameMusic.h
  35. //
  36. // Created: 5/01/01
  37. //
  38. //----------------------------------------------------------------------------
  39. #pragma once
  40. #ifndef __COMMON_GAMEMUSIC_H_
  41. #define __COMMON_GAMEMUSIC_H_
  42. //----------------------------------------------------------------------------
  43. // Includes
  44. //----------------------------------------------------------------------------
  45. #include "Common/GameAudio.h"
  46. #include "Common/GameMemory.h"
  47. //----------------------------------------------------------------------------
  48. // Forward References
  49. //----------------------------------------------------------------------------
  50. class AudioEventRTS;
  51. struct FieldParse;
  52. //----------------------------------------------------------------------------
  53. // Type Defines
  54. //----------------------------------------------------------------------------
  55. //===============================
  56. // MusicTrack
  57. //===============================
  58. //-------------------------------------------------------------------------------------------------
  59. /** The MusicTrack struct holds all information about a music track.
  60. * Place data in TrackInfo that is useful to the game code in determining
  61. * what tracks to play. */
  62. //-------------------------------------------------------------------------------------------------
  63. class MusicTrack : public MemoryPoolObject
  64. {
  65. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( MusicTrack, "MusicTrack" )
  66. public:
  67. MusicTrack();
  68. // virtual destructor prototype defined by memory pool object
  69. const FieldParse *getFieldParse( void ) const { return m_musicTrackFieldParseTable; }
  70. Int index; ///< Track index
  71. AsciiString name; ///< Logical name of track
  72. AsciiString filename; ///< Filename with extension of music track
  73. Real volume; ///< Mixing level for this track
  74. Bool ambient; ///< Game info about this track(public)
  75. MusicTrack *next;
  76. MusicTrack *prev;
  77. static const FieldParse m_musicTrackFieldParseTable[]; ///< the parse table for INI definition
  78. };
  79. class MusicManager
  80. {
  81. public:
  82. MusicManager();
  83. virtual ~MusicManager();
  84. void playTrack( AudioEventRTS *eventToUse );
  85. void stopTrack( AudioHandle eventToRemove );
  86. virtual void addAudioEvent(AudioEventRTS *eventToAdd); // pre-copied
  87. virtual void removeAudioEvent( AudioHandle eventToRemove );
  88. void setVolume( Real m_volume );
  89. };
  90. #endif // __COMMON_GAMEMUSIC_H_