📄 oasissoundresource.h
字号:
/******************************************************************************
* This source file is part of Bad Camel Gaming
* Copyright (C) 2003 Zephie Greyvenstein
* See Readme.html for acknowledgements
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*****************************************************************************/
/******************************************************************************
* FILENAME : oasisSoundResource.h
* DESCRIPTION : Sound resource
* AUTHOR : Zephie Greyvenstein
*****************************************************************************/
/// Avoid double inclusion
#ifndef __SOUNDRESOURCE_H__
#define __SOUNDRESOURCE_H__
/// Include common stuff
#include "oasisCommon.h"
/// Include the rest of the needed oasis stuff
#include "oasisResource.h"
namespace Oasis {
/** Sound resource/template
@remarks
This defines a sound effect template from which sound objects can be
created
*/
class _oasisExport soundResource : public resource {
/// Sound objects needs access to this sound template's buffer
friend class sound;
public:
/// Constructor
soundResource( const string &thisName );
/// Destructor
virtual ~soundResource( );
/// Set the file name for this sound
void setFileName( const string &name );
/// Get the file name
const string &getFileName( void ) const;
/// Set the default volume all sound objects get when reset or created
void setVolume( const real newVolume );
/// Get the default volume
const real getVolume( void ) const;
/// Set the default looping all sound objects get when reset or created
void setLooping( const bool newLooping );
/// Get the default looping
const bool getLooping( void ) const;
/// Set the attenuation stop distance
void setAttenuationMax( real newMax );
/// Get the attenuation stop distance
const real getAttenuationMax( void ) const;
private:
/// File name for the script
string fileName;
/// Handle to the sound buffer for this resource
uint16 buffer;
/// Default volume for this template
real volume;
/// default looping for this template
bool looping;
/// Max attentuation value
real maxDistance;
/// Override load function to load the sound sample for this template
void load( void );
/// Override unload function to unload this template's sound sample
void unload( void );
/** Get the template's sound buffer
@remarks
Each time a sound object based on this template is setup, to uses
this function to get the sound buffer
*/
const uint16 getBuffer( void );
};
};
#endif
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -