108 lines
3.4 KiB
C++
108 lines
3.4 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/soundman.h $
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// $Revision:: 4 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:54a $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Sound Manager
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//
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#ifndef __SOUND_MANAGER_H__
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#define __SOUND_MANAGER_H__
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#include "g_local.h"
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#include "entity.h"
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#include "trigger.h"
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class SoundManager : public Listener
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{
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protected:
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int currentFacet;
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Entity *current;
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Container<Entity *> soundList;
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void AddSpeaker( Event *ev );
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void AddRandomSpeaker( Event *ev );
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void AddMusicTrigger( Event *ev );
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void AddReverbTrigger( Event *ev );
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void Replace( Event *ev );
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void Delete( Event *ev );
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void MovePlayer( Event *ev );
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void Next( Event *ev );
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void Previous( Event *ev );
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void ShowingSounds( Event *ev );
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void Show( Event *ev );
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void Hide( Event *ev );
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void Save( Event *ev );
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void UpdateEvent( Event *ev );
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void ResetEvent( Event *ev );
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void GlobalTranslateEvent( Event *ev );
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void SwitchFacetEvent( Event *ev );
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void PreviewReverbEvent( Event *ev );
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void ResetReverbEvent( Event *ev );
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void Show( void );
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void UpdateUI( void );
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void Save( void );
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void CurrentLostFocus( void );
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void CurrentGainsFocus( void );
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void UpdateSpeaker( TriggerSpeaker * speaker );
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void UpdateRandomSpeaker( RandomSpeaker * speaker );
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void UpdateTriggerMusic( TriggerMusic * music );
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void UpdateTriggerReverb( TriggerReverb * reverb );
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public:
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CLASS_PROTOTYPE( SoundManager );
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SoundManager();
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void Init( void );
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void Reset( void );
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void Load( void );
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void AddEntity( Entity * ent );
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virtual void Archive( Archiver &arc );
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};
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inline void SoundManager::Archive
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(
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Archiver &arc
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)
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{
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int i;
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int num;
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int currentFacet;
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Listener::Archive( arc );
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arc.ArchiveInteger( ¤tFacet );
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arc.ArchiveObjectPointer( ( Class ** )¤t );
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if ( arc.Saving() )
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{
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num = soundList.NumObjects();
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arc.ArchiveInteger( &num );
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}
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else
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{
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soundList.ClearObjectList();
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arc.ArchiveInteger( &num );
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soundList.Resize( num );
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}
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for( i = 1; i <= num; i++ )
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{
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arc.ArchiveObjectPointer( ( Class ** )soundList.AddressOfObjectAt( i ) );
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}
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}
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extern SoundManager SoundMan;
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#endif /* camera.h */
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