0ad/source/simulation2/components/ICmpSound.h
Stan af2abb8cbf Fix units not being able to play sounds when walking and running
This currently disabled by variants, and will be reenabled when sounds
have been chosen.
Reviewed by: Vladislav,
Comments by: Itms, elexis
Differential Revision: ​https://code.wildfiregames.com/1257
This was SVN commit r21359.
2018-02-24 18:13:03 +00:00

37 lines
1.1 KiB
C++

/* Copyright (C) 2018 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_ICMPSOUND
#define INCLUDED_ICMPSOUND
#include "simulation2/system/Interface.h"
/**
* Sound data.
* (This interface includes functions needed by native code for loading soundgroups.
* Most of the sound interaction is handled by scripts instead).
*/
class ICmpSound : public IComponent
{
public:
virtual std::wstring GetSoundGroup(const std::wstring& soundName) const = 0;
DECLARE_INTERFACE_TYPE(Sound)
};
#endif // INCLUDED_ICMPSOUND