AudioEvents.cpp 4.0 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. *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WWAudio *
  23. * *
  24. * $Archive:: /Commando/Code/WWAudio/AudioEvents.cpp $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 11/02/01 11:58a $*
  29. * *
  30. * $Revision:: 2 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "audioevents.h"
  36. #include "soundsceneobj.h"
  37. /////////////////////////////////////////////////////////////////////////////////
  38. //
  39. // AudioCallbackClass
  40. //
  41. /////////////////////////////////////////////////////////////////////////////////
  42. AudioCallbackClass::AudioCallbackClass (void)
  43. {
  44. return ;
  45. }
  46. /////////////////////////////////////////////////////////////////////////////////
  47. //
  48. // ~AudioCallbackClass
  49. //
  50. /////////////////////////////////////////////////////////////////////////////////
  51. AudioCallbackClass::~AudioCallbackClass (void)
  52. {
  53. Remove_All_Callbacks ();
  54. return ;
  55. }
  56. /////////////////////////////////////////////////////////////////////////////////
  57. //
  58. // On_Registered
  59. //
  60. /////////////////////////////////////////////////////////////////////////////////
  61. void
  62. AudioCallbackClass::On_Registered (SoundSceneObjClass *sound)
  63. {
  64. if (SoundList.ID (sound) == -1) {
  65. SoundList.Add (sound);
  66. }
  67. return ;
  68. }
  69. /////////////////////////////////////////////////////////////////////////////////
  70. //
  71. // On_UnRegistered
  72. //
  73. /////////////////////////////////////////////////////////////////////////////////
  74. void
  75. AudioCallbackClass::On_UnRegistered (SoundSceneObjClass *sound)
  76. {
  77. int index = SoundList.ID (sound);
  78. if (index != -1) {
  79. SoundList.Delete (index);
  80. }
  81. return ;
  82. }
  83. /////////////////////////////////////////////////////////////////////////////////
  84. //
  85. // Remove_All_Callbacks
  86. //
  87. /////////////////////////////////////////////////////////////////////////////////
  88. void
  89. AudioCallbackClass::Remove_All_Callbacks (void)
  90. {
  91. //
  92. // Simply remove ourselves from the sound object
  93. //
  94. for (int index = 0; index < SoundList.Count (); index ++) {
  95. SoundList[index]->Remove_Callback ();
  96. }
  97. SoundList.Delete_All ();
  98. return ;
  99. }