104 lines
3.9 KiB
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/GameSounds.h
//
// Created: 5/02/01
//
//----------------------------------------------------------------------------
#pragma once
#ifndef __COMMON_GAMESOUNDS_H_
#define __COMMON_GAMESOUNDS_H_
#include "Common/SubsystemInterface.h"
#include "Common/GameAudio.h"
#include "Common/GameType.h"
// Forward declarations
class AudioEventRTS;
class SoundManager : public SubsystemInterface
{
public:
SoundManager();
virtual ~SoundManager();
virtual void init( void ); ///< Initializes the sounds system
virtual void postProcessLoad();
virtual void update( void ); ///< Services sounds tasks. Called by AudioInterface
virtual void reset( void ); ///< Reset the sounds system
virtual void loseFocus( void ); ///< Called when application loses focus
virtual void regainFocus( void ); ///< Called when application regains focus
virtual void setListenerPosition( const Coord3D *position ); ///< Set the listener position for map3DSound() calculations
virtual void setViewRadius( Real viewRadius );///< Sets the radius of the view from the center of the screen in world coordinate units
virtual void setCameraAudibleDistance( Real audibleDistance );
virtual Real getCameraAudibleDistance( void );
virtual void addAudioEvent(AudioEventRTS *eventToAdd); // pre-copied
virtual void notifyOf2DSampleStart( void );
virtual void notifyOf3DSampleStart( void );
virtual void notifyOf2DSampleCompletion( void );
virtual void notifyOf3DSampleCompletion( void );
virtual Int getAvailableSamples( void );
virtual Int getAvailable3DSamples( void );
// empty string means that this sound wasn't found or some error occurred. CHECK FOR EMPTY STRING.
virtual AsciiString getFilenameForPlayFromAudioEvent( const AudioEventRTS *eventToGetFrom );
// called by this class and MilesAudioManager to determine if a sound can still be played
virtual Bool canPlayNow( AudioEventRTS *event );
protected:
virtual Bool violatesVoice( AudioEventRTS *event );
virtual Bool isInterrupting( AudioEventRTS *event );
protected:
UnsignedInt m_num2DSamples;
UnsignedInt m_num3DSamples;
UnsignedInt m_numPlaying2DSamples;
UnsignedInt m_numPlaying3DSamples;
};
#endif // __COMMON_GAMESOUNDS_H_