2014-09-12 23:38:10 +02:00
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/* Copyright (C) 2014 Wildfire Games.
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2010-04-04 23:24:39 +02:00
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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_ICMPSOUNDMANAGER
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#define INCLUDED_ICMPSOUNDMANAGER
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#include "simulation2/system/Interface.h"
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/**
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* Interface to the engine's sound system.
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*/
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class ICmpSoundManager : public IComponent
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{
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public:
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/**
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* Start playing audio defined by a sound group file.
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* @param name VFS path of sound group .xml, relative to audio/
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* @param source entity emitting the sound (used for positioning)
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*/
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virtual void PlaySoundGroup(std::wstring name, entity_id_t source) = 0;
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2014-09-12 23:38:10 +02:00
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virtual void StopMusic() = 0;
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2010-04-04 23:24:39 +02:00
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DECLARE_INTERFACE_TYPE(SoundManager)
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};
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#endif // INCLUDED_ICMPSOUNDMANAGER
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