0ad/source/simulation2/components/ICmpSoundManager.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

59 lines
2 KiB
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/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICMPSOUNDMANAGER
#define INCLUDED_ICMPSOUNDMANAGER
#include "simulation2/system/Interface.h"
#include "lib/file/vfs/vfs_path.h"
#include "maths/FixedVector3D.h"
#include "simulation2/helpers/Player.h"
/**
* Interface to the engine's sound system.
*/
class ICmpSoundManager : public IComponent
{
public:
/**
* Start playing audio defined by a sound group file.
* @param name VFS path of sound group .xml, relative to audio/.
* @param source entity emitting the sound (used for positioning).
*/
virtual void PlaySoundGroup(const std::wstring& name, entity_id_t source) = 0;
/**
* Start playing audio defined by a sound group file.
* @param name VFS path of sound group .xml, relative to audio/.
* @param sourcePos 3d position of the sound emitter.
*/
virtual void PlaySoundGroupAtPosition(const std::wstring& name, const CFixedVector3D& sourcePos) = 0;
/**
* Start playing audio defined by a sound group file for a player.
* @param name VFS path of sound group .xml, relative to audio/.
* @param player the player entity.
*/
virtual void PlaySoundGroupForPlayer(const VfsPath& groupPath, const player_id_t playerId) const = 0;
virtual void StopMusic() = 0;
DECLARE_INTERFACE_TYPE(SoundManager)
};
#endif // INCLUDED_ICMPSOUNDMANAGER