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- /*
- ** Command & Conquer Renegade(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/>.
- */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/Combat/combatsound.cpp $*
- * *
- * $Author:: Patrick $*
- * *
- * $Modtime:: 11/29/00 2:16p $*
- * *
- * $Revision:: 13 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "combatsound.h"
- #include "wwaudio.h"
- /*
- **
- */
- const char * CombatSoundTypeNames[NUM_DEFINED_SOUND_TYPES] =
- {
- "None",
- "Old Weapon",
- "Footsteps",
- "Vehicle",
- "Gunshot",
- "Bullet Hit"
- };
- /*
- **
- */
- void CombatSoundManager::Init( void )
- {
- for ( int i = 0; i < NUM_DEFINED_SOUND_TYPES; i++ ) {
- WWAudioClass::Get_Instance()->Add_Logical_Type( i, CombatSoundTypeNames[i] );
- }
- for ( i = SOUND_TYPE_DESIGNER01; i <= SOUND_TYPE_DESIGNER09; i++ ) {
-
- StringClass type_name;
- type_name.Format ("Designer%02d", (i - SOUND_TYPE_DESIGNER01) + 1);
- WWAudioClass::Get_Instance()->Add_Logical_Type( i, type_name );
- }
- }
- void CombatSoundManager::Shutdown( void )
- {
- WWAudioClass::Get_Instance()->Reset_Logical_Types();
- }
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