0ad/source/soundmanager/items/CStreamItem.h
trompetin17 94c907342a
SoundManager: Replace manual memory with unorderedmap
Remove manual memory management throughout the SoundManager subsystem
in favor of unorderedmap.

Key changes:
- Eliminate manual new/delete calls and potential memory leaks
- Update all sound item classes to use SoundManager factory
- Modernize resource management in OggData and related components
- Ensure exception-safe memory handling across the audio pipeline

This refactoring improves code maintainability, reduces crash risk from
memory errors, and aligns with modern C++ best practices.
2025-08-25 09:45:14 -05:00

47 lines
1.2 KiB
C++

/* Copyright (C) 2025 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_CSTREAMITEM_H
#define INCLUDED_CSTREAMITEM_H
#include "lib/config2.h"
#if CONFIG2_AUDIO
#include "soundmanager/data/OggData.h"
#include "CSoundBase.h"
class CSoundData;
class CStreamItem : public CSoundBase
{
public:
CStreamItem(COggData* sndData);
virtual ~CStreamItem();
virtual void SetLooping(bool loops);
virtual bool IdleTask();
virtual void Attach(COggData* itemData);
protected:
void ReleaseOpenALStream();
};
#endif // CONFIG2_AUDIO
#endif // INCLUDED_CSTREAMITEM_H