Stan
af2abb8cbf
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.
37 lines
1.1 KiB
C++
37 lines
1.1 KiB
C++
/* Copyright (C) 2018 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPSOUND
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#define INCLUDED_ICMPSOUND
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#include "simulation2/system/Interface.h"
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/**
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* Sound data.
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* (This interface includes functions needed by native code for loading soundgroups.
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* Most of the sound interaction is handled by scripts instead).
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*/
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class ICmpSound : public IComponent
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{
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public:
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virtual std::wstring GetSoundGroup(const std::wstring& soundName) const = 0;
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DECLARE_INTERFACE_TYPE(Sound)
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};
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#endif // INCLUDED_ICMPSOUND
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