/* Copyright (C) 2012 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_SOUNDDATA_H #define INCLUDED_SOUNDDATA_H #include "lib/config2.h" #if CONFIG2_AUDIO #include "lib/file/vfs/vfs_path.h" #include "ps/CStr.h" #include class CSoundData; typedef std::map DataMap; class CSoundData { public: static CSoundData* SoundDataFromFile(const VfsPath& itemPath); static CSoundData* SoundDataFromOgg(const VfsPath& itemPath); static void ReleaseSoundData(CSoundData* theData); CSoundData(); virtual ~CSoundData(); CSoundData* IncrementCount(); bool DecrementCount(); void InitProperties(); virtual bool IsOneShot(); virtual unsigned int GetBuffer(); virtual int GetBufferCount(); virtual CStrW* GetFileName(); virtual void SetFileName(const Path& aName); virtual unsigned int* GetBufferPtr(); protected: static DataMap* sSoundData; unsigned int m_ALBuffer; int m_RetentionCount; CStrW* m_FileName; }; #endif // CONFIG2_AUDIO #endif // INCLUDED_SOUNDDATA_H