File: GuiSoundSet.h

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#ifndef GUISOUNDSET_H
#define GUISOUNDSET_H

#include <cstdlib>
#include <vector>
#include <string>

struct GuiSoundSet
{
	struct Data {
		Data() : name(""), id(0), volume(0.0f) {}
		Data(const std::string& n, int i, float v) : name(n), id(i), volume(v) {}
		std::string name;
		int id;
		float volume;
	};
	std::vector<Data> sounds;

	// return a random sound index if more than one sound was loaded
	// (used for unit acknowledgements, could be called for weapons too)
	int getRandomIdx(void) const {
		switch (sounds.size()) {
			case 0:  { return -1; break; }
			case 1:  { return  0; break; }
			default: { return rand() % sounds.size(); }
		}
	}

	bool ValidIndex(int idx) const {
		return ((idx >= 0) && (idx < (int)sounds.size()));
	}

	// get a (loaded) sound's name for index <idx>
	std::string getName(int idx) const {
		return ValidIndex(idx) ? sounds[idx].name : "";
	}
	// get a (loaded) sound's ID for index <idx>
	int getID(int idx) const {
		return ValidIndex(idx) ? sounds[idx].id : 0;
	}
	// get a (loaded) sound's volume for index <idx>
	float getVolume(int idx) const {
		return ValidIndex(idx) ? sounds[idx].volume : 0.0f;
	}

	// set a (loaded) sound's name for index <idx>
	void setName(int idx, std::string name) {
		if (ValidIndex(idx)) {
			sounds[idx].name = name;
		}
	}
	// set a (loaded) sound's ID for index <idx>
	void setID(int idx, int id) {
		if (ValidIndex(idx)) {
			sounds[idx].id = id;
		}
	}
	// set a (loaded) sound's volume for index <idx>
	void setVolume(int idx, float volume) {
		if (ValidIndex(idx)) {
			sounds[idx].volume = volume;
		}
	}
};


#endif