1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59
|
/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICMPSOUNDMANAGER
#define INCLUDED_ICMPSOUNDMANAGER
#include "simulation2/system/Interface.h"
#include "lib/file/vfs/vfs_path.h"
#include "maths/FixedVector3D.h"
#include "simulation2/helpers/Player.h"
/**
* Interface to the engine's sound system.
*/
class ICmpSoundManager : public IComponent
{
public:
/**
* Start playing audio defined by a sound group file.
* @param name VFS path of sound group .xml, relative to audio/.
* @param source entity emitting the sound (used for positioning).
*/
virtual void PlaySoundGroup(const std::wstring& name, entity_id_t source) = 0;
/**
* Start playing audio defined by a sound group file.
* @param name VFS path of sound group .xml, relative to audio/.
* @param sourcePos 3d position of the sound emitter.
*/
virtual void PlaySoundGroupAtPosition(const std::wstring& name, const CFixedVector3D& sourcePos) = 0;
/**
* Start playing audio defined by a sound group file for a player.
* @param name VFS path of sound group .xml, relative to audio/.
* @param player the player entity.
*/
virtual void PlaySoundGroupForPlayer(const VfsPath& groupPath, const player_id_t playerId) const = 0;
virtual void StopMusic() = 0;
DECLARE_INTERFACE_TYPE(SoundManager)
};
#endif // INCLUDED_ICMPSOUNDMANAGER
|