0ad/source/soundmanager/data/SoundData.h

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/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SOUNDDATA_H
#define INCLUDED_SOUNDDATA_H
#include "lib/config2.h"
#if CONFIG2_AUDIO
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStr.h"
#include <map>
class CSoundData;
typedef std::map<std::wstring, CSoundData*> DataMap;
class CSoundData
{
public:
static CSoundData* SoundDataFromFile(const VfsPath& itemPath);
static CSoundData* SoundDataFromOgg(const VfsPath& itemPath);
static void ReleaseSoundData(CSoundData* theData);
CSoundData();
virtual ~CSoundData();
CSoundData* IncrementCount();
bool DecrementCount();
virtual bool IsOneShot();
virtual bool IsStereo();
virtual unsigned int GetBuffer();
virtual int GetBufferCount();
virtual const Path& GetFileName();
virtual void SetFileName(const Path& aName);
virtual unsigned int* GetBufferPtr();
protected:
static DataMap sSoundData;
unsigned int m_ALBuffer;
int m_RetentionCount;
Path m_FileName;
};
#endif // CONFIG2_AUDIO
#endif // INCLUDED_SOUNDDATA_H