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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program 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 3 of the License, or
(at your option) any later version.
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef plRandomSoundMod_inc
#define plRandomSoundMod_inc
#include "pfAnimation/plRandomCommandMod.h"
class plSound;
struct hsPoint3;
class plRandomSoundModGroup
{
public:
hsBitVector fExcluded;
Int8 fCurrent;
UInt16 fNumSounds;
UInt16 *fIndices;
Int16 fGroupedIdx; // Only used if we point to a groupedSound, in which case fIndices are indices into
// that sound. -1 if unused.
plRandomSoundModGroup();
~plRandomSoundModGroup();
void Read(hsStream *s);
void Write(hsStream *s);
};
class plRandomSoundMod : public plRandomCommandMod
{
protected:
UInt16 fCurrentGroup;
UInt16 fNumGroups;
plRandomSoundModGroup *fGroups;
std::vector<UInt16> fActiveList; // list of sounds we're allowed to choose
int fOldPriority; // old sound priority
hsBool fFirstTimePlay;
virtual void IPlayNext();
virtual void IPlayNextIfMaster();
virtual void IStop();
void ISetVolume(hsScalar volume);
void ISetPosition(hsPoint3);
plSound *IGetSoundPtr();
public:
plRandomSoundMod();
~plRandomSoundMod();
CLASSNAME_REGISTER( plRandomSoundMod );
GETINTERFACE_ANY( plRandomSoundMod, plRandomCommandMod );
virtual void Read(hsStream* s, hsResMgr* mgr);
virtual void Write(hsStream* s, hsResMgr* mgr);
void SetCurrentGroup(UInt16 group);
void ForceSoundLoadState( hsBool loaded );
hsBool MsgReceive(plMessage* msg);
float GetVolume();
// EXPORT ONLY
void SetGroupInfo(UInt16 numGroups, plRandomSoundModGroup *groups) { fNumGroups = numGroups; fGroups = groups; }
};
#endif // plRandomSoundMod_inc