57 lines
1.7 KiB
C++
57 lines
1.7 KiB
C++
/* Copyright (C) 2013 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_ISOUNDMANAGER_H
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#define INCLUDED_ISOUNDMANAGER_H
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#include "lib/config2.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "simulation2/system/Entity.h"
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class CVector3D;
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class ISoundManager
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{
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public:
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virtual ~ISoundManager() {};
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static void CreateSoundManager();
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static void SetEnabled(bool doEnable);
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virtual void IdleTask() = 0;
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virtual void Pause(bool pauseIt) = 0;
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virtual void SetMasterGain(float gain) = 0;
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virtual void SetMusicGain(float gain) = 0;
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virtual void SetAmbientGain(float gain) = 0;
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virtual void SetActionGain(float gain) = 0;
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virtual void SetUIGain(float gain) = 0;
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virtual void PlayAsUI(const VfsPath& itemPath, bool looping) = 0;
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virtual void PlayAsMusic(const VfsPath& itemPath, bool looping) = 0;
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virtual void PlayAsAmbient(const VfsPath& itemPath, bool looping) = 0;
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virtual void PlayAsGroup(const VfsPath& groupPath, CVector3D sourcePos, entity_id_t source, bool ownedSound) = 0;
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virtual bool InDistress() = 0;
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};
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extern ISoundManager* g_SoundManager;
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#endif // INCLUDED_ISOUNDMANAGER_H
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