0ad/source/simulation2/components/ICmpSoundManager.h

51 lines
1.6 KiB
C++

/* Copyright (C) 2017 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"
#include "maths/FixedVector3D.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(const std::wstring& name, entity_id_t source) = 0;
/**
* Start playing audio defined by a sound group file.
* @param name VFS path of sound group .xml, relative to audio/
* @param sourcePos 3d position of the sound emitter
*/
virtual void PlaySoundGroupAtPosition(const std::wstring& name, const CFixedVector3D& sourcePos) = 0;
virtual void StopMusic() = 0;
DECLARE_INTERFACE_TYPE(SoundManager)
};
#endif // INCLUDED_ICMPSOUNDMANAGER