119 lines
4.1 KiB
C++
119 lines
4.1 KiB
C++
/*
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** Command & Conquer Generals(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program 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 3 of the License, or
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** (at your option) any later version.
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**
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** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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//----------------------------------------------------------------------------
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//
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// Westwood Studios Pacific.
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//
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// Confidential Information
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// Copyright (C) 2001 - All Rights Reserved
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//
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//----------------------------------------------------------------------------
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//
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// Project: RTS 3
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//
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// File name: Common/GameMusic.h
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//
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// Created: 5/01/01
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//
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//----------------------------------------------------------------------------
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#pragma once
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#ifndef __COMMON_GAMEMUSIC_H_
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#define __COMMON_GAMEMUSIC_H_
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//----------------------------------------------------------------------------
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// Includes
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//----------------------------------------------------------------------------
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#include "Common/GameAudio.h"
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#include "Common/GameMemory.h"
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//----------------------------------------------------------------------------
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// Forward References
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//----------------------------------------------------------------------------
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class AudioEventRTS;
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struct FieldParse;
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//----------------------------------------------------------------------------
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// Type Defines
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//----------------------------------------------------------------------------
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//===============================
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// MusicTrack
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//===============================
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//-------------------------------------------------------------------------------------------------
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/** The MusicTrack struct holds all information about a music track.
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* Place data in TrackInfo that is useful to the game code in determining
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* what tracks to play. */
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//-------------------------------------------------------------------------------------------------
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class MusicTrack : public MemoryPoolObject
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( MusicTrack, "MusicTrack" )
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public:
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MusicTrack();
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// virtual destructor prototype defined by memory pool object
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const FieldParse *getFieldParse( void ) const { return m_musicTrackFieldParseTable; }
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Int index; ///< Track index
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AsciiString name; ///< Logical name of track
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AsciiString filename; ///< Filename with extension of music track
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Real volume; ///< Mixing level for this track
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Bool ambient; ///< Game info about this track(public)
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MusicTrack *next;
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MusicTrack *prev;
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static const FieldParse m_musicTrackFieldParseTable[]; ///< the parse table for INI definition
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};
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class MusicManager
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{
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public:
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MusicManager();
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virtual ~MusicManager();
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void playTrack( AudioEventRTS *eventToUse );
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void stopTrack( AudioHandle eventToRemove );
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virtual void addAudioEvent(AudioEventRTS *eventToAdd); // pre-copied
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virtual void removeAudioEvent( AudioHandle eventToRemove );
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void setVolume( Real m_volume );
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};
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#endif // __COMMON_GAMEMUSIC_H_
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