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94acac91a0
The engine now takes `std::shared_ptr<IJob>`, this will ensure the appropriate lifetime of the given parameters, it also allows for proper destruction. Remove the now obsolete `IFetcher` interface and `CFetcher` class. Also adds some locks to `CUpdater`, previously it didn't have any locks at all.
68 lines
1.5 KiB
C++
68 lines
1.5 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_SOUNDS_H
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#define GAME_CLIENT_COMPONENTS_SOUNDS_H
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#include <engine/engine.h>
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#include <engine/sound.h>
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#include <game/client/component.h>
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class CSoundLoading : public IJob
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{
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CGameClient *m_pGameClient;
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bool m_Render;
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public:
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CSoundLoading(CGameClient *pGameClient, bool Render);
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void Run();
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};
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class CSounds : public CComponent
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{
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enum
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{
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QUEUE_SIZE = 32,
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};
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struct QueueEntry
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{
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int m_Channel;
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int m_SetId;
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} m_aQueue[QUEUE_SIZE];
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int m_QueuePos;
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int64 m_QueueWaitTime;
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std::shared_ptr<CSoundLoading> m_pSoundJob;
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bool m_WaitForSoundJob;
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int GetSampleId(int SetId);
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float m_MapSoundVolume;
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public:
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// sound channels
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enum
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{
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CHN_GUI=0,
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CHN_MUSIC,
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CHN_WORLD,
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CHN_GLOBAL,
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CHN_MAPSOUND,
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};
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virtual void OnInit();
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virtual void OnReset();
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virtual void OnStateChange(int NewState, int OldState);
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virtual void OnRender();
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void ClearQueue();
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void Enqueue(int Channel, int SetId);
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void Play(int Channel, int SetId, float Vol);
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void PlayAt(int Channel, int SetId, float Vol, vec2 Pos);
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void PlayAndRecord(int Channel, int SetId, float Vol, vec2 Pos);
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void Stop(int SetId);
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ISound::CVoiceHandle PlaySample(int Channel, int SampleId, float Vol, int Flags = 0);
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ISound::CVoiceHandle PlaySampleAt(int Channel, int SampleId, float Vol, vec2 Pos, int Flags = 0);
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};
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#endif
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