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/*
===========================================================================
Copyright (C) 2024 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code 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.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// soundman.h: Sound Manager
//
#pragma once
#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 Reset(void);
void Load(void);
void AddEntity(Entity *ent);
void Archive(Archiver& arc) override;
};
inline void SoundManager::Archive(Archiver& arc)
{
int i;
int num;
int currentFacet;
Listener::Archive(arc);
arc.ArchiveInteger(¤tFacet);
arc.ArchiveObjectPointer((Class **)¤t);
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;
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