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📄 sound.h

📁 Source code (C++) of the Amoebax game for Symbian OS UIQ3.x。
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//// Cross-platform free Puyo-Puyo clone.// Copyright (C) 2006, 2007 Emma's Software//// 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 2 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, write to the Free Software// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.//#if !defined (AMOEBAX_SOUND_H)#define AMOEBAX_SOUND_H#include <SDL_mixer.h>#include <string>namespace Amoebax{    ///    /// \class Sound    /// \brief Sound effect.    ///    class Sound    {        public:            ~Sound (void);            static Sound *fromFile (const std::string &fileName);            void play (int times = 0);            void stop (void);        private:            // A sound can onluy created through fromFile().            Sound (void);            // Sounds can't be copied.            ///            /// \brief Copy constructor.            ///            /// \note This constructor is left unimplemented because we            /// don't want copied of Sound objects. Don't use it.            ///            Sound (const Sound &);            ///            /// \brief Assigment Operator.            ///            /// \note This operator is left unimplemented because we            /// don't want copies of Sound objects. Don't use it.            ///            Sound &operator= (const Sound &);            /// The channel the sound is playing at.            int m_Channel;            /// The actual SDL sound.            Mix_Chunk *m_SDLSound;    };}#endif // !AMOEBAX_SOUND_H

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