0ad/source/simulation2/components/ICmpSoundManager.h
Ykkrosh cfca28cab0 # Initial audio integration with new simulation system.
Support sound group playback from simulation scripts. See #486.
Update some sound group files to sound better for rough testing.
Clean up CSoundGroup a tiny bit.

This was SVN commit r7437.
2010-04-04 21:24:39 +00:00

40 lines
1.2 KiB
C++

/* Copyright (C) 2010 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_ICMPSOUNDMANAGER
#define INCLUDED_ICMPSOUNDMANAGER
#include "simulation2/system/Interface.h"
/**
* Interface to the engine's sound system.
*/
class ICmpSoundManager : public IComponent
{
public:
/**
* Start playing audio defined by a sound group file.
* @param name VFS path of sound group .xml, relative to audio/
* @param source entity emitting the sound (used for positioning)
*/
virtual void PlaySoundGroup(std::wstring name, entity_id_t source) = 0;
DECLARE_INTERFACE_TYPE(SoundManager)
};
#endif // INCLUDED_ICMPSOUNDMANAGER