combatsound.cpp 3.1 KB

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  1. /*
  2. ** Command & Conquer Renegade(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. *** Confidential - Westwood Studios ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : Commando *
  23. * *
  24. * $Archive:: /Commando/Code/Combat/combatsound.cpp $*
  25. * *
  26. * $Author:: Patrick $*
  27. * *
  28. * $Modtime:: 11/29/00 2:16p $*
  29. * *
  30. * $Revision:: 13 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "combatsound.h"
  36. #include "wwaudio.h"
  37. /*
  38. **
  39. */
  40. const char * CombatSoundTypeNames[NUM_DEFINED_SOUND_TYPES] =
  41. {
  42. "None",
  43. "Old Weapon",
  44. "Footsteps",
  45. "Vehicle",
  46. "Gunshot",
  47. "Bullet Hit"
  48. };
  49. /*
  50. **
  51. */
  52. void CombatSoundManager::Init( void )
  53. {
  54. for ( int i = 0; i < NUM_DEFINED_SOUND_TYPES; i++ ) {
  55. WWAudioClass::Get_Instance()->Add_Logical_Type( i, CombatSoundTypeNames[i] );
  56. }
  57. for ( i = SOUND_TYPE_DESIGNER01; i <= SOUND_TYPE_DESIGNER09; i++ ) {
  58. StringClass type_name;
  59. type_name.Format ("Designer%02d", (i - SOUND_TYPE_DESIGNER01) + 1);
  60. WWAudioClass::Get_Instance()->Add_Logical_Type( i, type_name );
  61. }
  62. }
  63. void CombatSoundManager::Shutdown( void )
  64. {
  65. WWAudioClass::Get_Instance()->Reset_Logical_Types();
  66. }