ddnet/src/game/client/components/sounds.h
2015-07-09 02:12:35 +02:00

57 lines
1.3 KiB
C++

/* (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 <engine/sound.h>
#include <game/client/component.h>
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);
float m_MapSoundVolume;
public:
// sound channels
enum
{
CHN_GUI=0,
CHN_MUSIC,
CHN_WORLD,
CHN_GLOBAL,
CHN_MAPSOUND,
};
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