/* Copyright (C) 2014 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 . */ #ifndef INCLUDED_ISOUNDMANAGER_H #define INCLUDED_ISOUNDMANAGER_H #include "lib/config2.h" #include "lib/file/vfs/vfs_path.h" #include "simulation2/system/Entity.h" class CVector3D; class ISoundManager { public: virtual ~ISoundManager() {}; static void CreateSoundManager(); static void SetEnabled(bool doEnable); static void CloseGame(); virtual void StartWorker() = 0; virtual void IdleTask() = 0; virtual void Pause(bool pauseIt) = 0; virtual void SetMasterGain(float gain) = 0; virtual void SetMusicGain(float gain) = 0; virtual void SetAmbientGain(float gain) = 0; virtual void SetActionGain(float gain) = 0; virtual void SetUIGain(float gain) = 0; virtual void PlayAsUI(const VfsPath& itemPath, bool looping) = 0; virtual void PlayAsMusic(const VfsPath& itemPath, bool looping) = 0; virtual void PlayAsAmbient(const VfsPath& itemPath, bool looping) = 0; virtual void PlayAsGroup(const VfsPath& groupPath, CVector3D sourcePos, entity_id_t source, bool ownedSound) = 0; virtual bool InDistress() = 0; }; extern ISoundManager* g_SoundManager; #endif // INCLUDED_ISOUNDMANAGER_H