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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 : LevelEdit *
- * *
- * $Archive:: /Commando/Code/WWAudio/AudioSaveLoad.h $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 6/12/00 4:29p $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __AUDIO_SAVE_LOAD_H
- #define __AUDIO_SAVE_LOAD_H
- #include "saveloadsubsystem.h"
- #include "vector.h"
- #include "bittype.h"
- // Singleton instances
- extern class StaticAudioSaveLoadClass _StaticAudioSaveLoadSubsystem;
- extern class DynamicAudioSaveLoadClass _DynamicAudioSaveLoadSubsystem;
- //////////////////////////////////////////////////////////////////////////
- //
- // StaticAudioSaveLoadClass
- //
- //////////////////////////////////////////////////////////////////////////
- class StaticAudioSaveLoadClass : public SaveLoadSubSystemClass
- {
- public:
-
- //////////////////////////////////////////////////////////////
- // Public constructors/destructors
- //////////////////////////////////////////////////////////////
- StaticAudioSaveLoadClass (void) { }
- virtual ~StaticAudioSaveLoadClass (void) { }
- //////////////////////////////////////////////////////////////
- // Public methods
- //////////////////////////////////////////////////////////////
-
- // From SaveLoadSubSystemClass
- virtual uint32 Chunk_ID (void) const;
-
- protected:
- //////////////////////////////////////////////////////////////
- // Protected methods
- //////////////////////////////////////////////////////////////
- virtual bool Contains_Data(void) const;
- virtual bool Save (ChunkSaveClass &csave);
- virtual bool Load (ChunkLoadClass &cload);
- virtual const char* Name() const { return "StaticAudioSaveLoadClass"; }
- };
- //////////////////////////////////////////////////////////////////////////
- //
- // DynamicAudioSaveLoadClass
- //
- //////////////////////////////////////////////////////////////////////////
- class DynamicAudioSaveLoadClass : public SaveLoadSubSystemClass
- {
- public:
-
- //////////////////////////////////////////////////////////////
- // Public constructors/destructors
- //////////////////////////////////////////////////////////////
- DynamicAudioSaveLoadClass (void) { }
- virtual ~DynamicAudioSaveLoadClass (void) { }
- //////////////////////////////////////////////////////////////
- // Public methods
- //////////////////////////////////////////////////////////////
-
- // From SaveLoadSubSystemClass
- virtual uint32 Chunk_ID (void) const;
-
- protected:
- //////////////////////////////////////////////////////////////
- // Protected methods
- //////////////////////////////////////////////////////////////
- virtual bool Contains_Data(void) const;
- virtual bool Save (ChunkSaveClass &csave);
- virtual bool Load (ChunkLoadClass &cload);
- virtual const char* Name() const { return "DynamicAudioSaveLoadClass"; }
- //bool Save_Micro_Chunks (ChunkSaveClass &csave);
- //bool Load_Micro_Chunks (ChunkLoadClass &cload);
- };
- #endif //__AUDIO_SAVE_LOAD_H
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