ef2-sdk/dlls/game/soundman.h
2003-11-05 00:00:00 +00:00

108 lines
3.4 KiB
C++

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