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ICmpSoundManager.h
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1 /* Copyright (C) 2010 Wildfire Games.
2  * This file is part of 0 A.D.
3  *
4  * 0 A.D. is free software: you can redistribute it and/or modify
5  * it under the terms of the GNU General Public License as published by
6  * the Free Software Foundation, either version 2 of the License, or
7  * (at your option) any later version.
8  *
9  * 0 A.D. is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16  */
17 
18 #ifndef INCLUDED_ICMPSOUNDMANAGER
19 #define INCLUDED_ICMPSOUNDMANAGER
20 
22 
23 /**
24  * Interface to the engine's sound system.
25  */
27 {
28 public:
29  /**
30  * Start playing audio defined by a sound group file.
31  * @param name VFS path of sound group .xml, relative to audio/
32  * @param source entity emitting the sound (used for positioning)
33  */
34  virtual void PlaySoundGroup(std::wstring name, entity_id_t source) = 0;
35 
36  DECLARE_INTERFACE_TYPE(SoundManager)
37 };
38 
39 #endif // INCLUDED_ICMPSOUNDMANAGER
virtual void PlaySoundGroup(std::wstring name, entity_id_t source)=0
Start playing audio defined by a sound group file.
Interface to the engine&#39;s sound system.
#define DECLARE_INTERFACE_TYPE(iname)
Definition: Interface.h:23
u32 entity_id_t
Entity ID type.
Definition: Entity.h:24