/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #ifndef GAME_CLIENT_COMPONENTS_SOUNDS_H #define GAME_CLIENT_COMPONENTS_SOUNDS_H #include #include class CSounds : public CComponent { enum { QUEUE_SIZE = 32, }; struct QueueEntry { int m_Channel; int m_SetId; } m_aQueue[QUEUE_SIZE]; int m_QueuePos; int64 m_QueueWaitTime; class CJob m_SoundJob; bool m_WaitForSoundJob; int GetSampleId(int SetId); public: // sound channels enum { CHN_GUI=0, CHN_MUSIC, CHN_WORLD, CHN_GLOBAL, CHN_AMBIENT, }; virtual void OnInit(); virtual void OnReset(); virtual void OnStateChange(int NewState, int OldState); virtual void OnRender(); void ClearQueue(); void Enqueue(int Channel, int SetId); void Play(int Channel, int SetId, float Vol); void PlayAt(int Channel, int SetId, float Vol, vec2 Pos); void PlayAndRecord(int Channel, int SetId, float Vol, vec2 Pos); void Stop(int SetId); ISound::CVoiceHandle PlaySample(int Channel, int SampleId, float Vol, int Flags = 0); ISound::CVoiceHandle PlaySampleAt(int Channel, int SampleId, float Vol, vec2 Pos, int Flags = 0); }; #endif