/* 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 . */ #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