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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/>.
- */
- /***********************************************************************************************
- *** 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 ***
- ***********************************************************************************************
- * *
- * Project Name : WWAudio *
- * *
- * $Archive:: /Commando/Code/WWAudio/AudioEvents.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 11/02/01 11:58a $*
- * *
- * $Revision:: 2 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "audioevents.h"
- #include "soundsceneobj.h"
- /////////////////////////////////////////////////////////////////////////////////
- //
- // AudioCallbackClass
- //
- /////////////////////////////////////////////////////////////////////////////////
- AudioCallbackClass::AudioCallbackClass (void)
- {
- return ;
- }
- /////////////////////////////////////////////////////////////////////////////////
- //
- // ~AudioCallbackClass
- //
- /////////////////////////////////////////////////////////////////////////////////
- AudioCallbackClass::~AudioCallbackClass (void)
- {
- Remove_All_Callbacks ();
- return ;
- }
- /////////////////////////////////////////////////////////////////////////////////
- //
- // On_Registered
- //
- /////////////////////////////////////////////////////////////////////////////////
- void
- AudioCallbackClass::On_Registered (SoundSceneObjClass *sound)
- {
- if (SoundList.ID (sound) == -1) {
- SoundList.Add (sound);
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////////////////////
- //
- // On_UnRegistered
- //
- /////////////////////////////////////////////////////////////////////////////////
- void
- AudioCallbackClass::On_UnRegistered (SoundSceneObjClass *sound)
- {
- int index = SoundList.ID (sound);
- if (index != -1) {
- SoundList.Delete (index);
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////////////////////
- //
- // Remove_All_Callbacks
- //
- /////////////////////////////////////////////////////////////////////////////////
- void
- AudioCallbackClass::Remove_All_Callbacks (void)
- {
- //
- // Simply remove ourselves from the sound object
- //
- for (int index = 0; index < SoundList.Count (); index ++) {
- SoundList[index]->Remove_Callback ();
- }
- SoundList.Delete_All ();
- return ;
- }
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