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C++

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