Ykkrosh
cfca28cab0
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.
40 lines
1.2 KiB
C++
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
|