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//-----------------------------------------------------------------------------
// Name: ambientsounds.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Asset/assetbase.h>
#include <Asset/assetinfobase.h>
#include <string>
using std::string;
enum AmbientSoundType {
_continuous = 0,
_occasional = 1
};
class AmbientSound : public AssetInfo {
string sound_path;
AmbientSoundType type;
float delay_min;
float delay_max;
public:
AmbientSound( AssetManager* owner, uint32_t asset_id );
static AssetType GetType() { return AMBIENT_SOUND_ASSET; }
static const char* GetTypeName() { return "AMBIENT_SOUND_ASSET"; }
float GetDelay();
const string &GetPath();
AmbientSoundType GetSoundType();
int sub_error;
int Load(const string &path, uint32_t load_flags);
const char* GetLoadErrorString();
const char* GetLoadErrorStringExtended() { return ""; }
void Unload();
void Reload();
void ReportLoad() override;
float GetDelayNoLower();
void ReturnPaths(PathSet &path_set) override;
AssetLoaderBase* NewLoader() override;
static bool AssetWarning() { return true; }
};
typedef AssetRef<AmbientSound> AmbientSoundRef;
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