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- /*
- ** Command & Conquer Generals Zero Hour(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/GameMusic.h
- //
- // Created: 5/01/01
- //
- //----------------------------------------------------------------------------
- #pragma once
- #ifndef __COMMON_GAMEMUSIC_H_
- #define __COMMON_GAMEMUSIC_H_
- //----------------------------------------------------------------------------
- // Includes
- //----------------------------------------------------------------------------
- #include "Common/GameAudio.h"
- #include "Common/GameMemory.h"
- //----------------------------------------------------------------------------
- // Forward References
- //----------------------------------------------------------------------------
- class AudioEventRTS;
- struct FieldParse;
- //----------------------------------------------------------------------------
- // Type Defines
- //----------------------------------------------------------------------------
- //===============================
- // MusicTrack
- //===============================
- //-------------------------------------------------------------------------------------------------
- /** The MusicTrack struct holds all information about a music track.
- * Place data in TrackInfo that is useful to the game code in determining
- * what tracks to play. */
- //-------------------------------------------------------------------------------------------------
- class MusicTrack : public MemoryPoolObject
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( MusicTrack, "MusicTrack" )
- public:
- MusicTrack();
- // virtual destructor prototype defined by memory pool object
- const FieldParse *getFieldParse( void ) const { return m_musicTrackFieldParseTable; }
-
- Int index; ///< Track index
- AsciiString name; ///< Logical name of track
- AsciiString filename; ///< Filename with extension of music track
- Real volume; ///< Mixing level for this track
- Bool ambient; ///< Game info about this track(public)
- MusicTrack *next;
- MusicTrack *prev;
- static const FieldParse m_musicTrackFieldParseTable[]; ///< the parse table for INI definition
- };
- class MusicManager
- {
- public:
- MusicManager();
- virtual ~MusicManager();
- void playTrack( AudioEventRTS *eventToUse );
- void stopTrack( AudioHandle eventToRemove );
- virtual void addAudioEvent(AudioEventRTS *eventToAdd); // pre-copied
- virtual void removeAudioEvent( AudioHandle eventToRemove );
- void setVolume( Real m_volume );
- };
- #endif // __COMMON_GAMEMUSIC_H_
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