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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.
47 lines
1.2 KiB
C++
47 lines
1.2 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_CSTREAMITEM_H
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#define INCLUDED_CSTREAMITEM_H
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#include "lib/config2.h"
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#if CONFIG2_AUDIO
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#include "soundmanager/data/OggData.h"
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#include "CSoundBase.h"
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class CSoundData;
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class CStreamItem : public CSoundBase
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{
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public:
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CStreamItem(COggData* sndData);
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virtual ~CStreamItem();
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virtual void SetLooping(bool loops);
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virtual bool IdleTask();
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virtual void Attach(COggData* itemData);
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protected:
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void ReleaseOpenALStream();
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};
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#endif // CONFIG2_AUDIO
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#endif // INCLUDED_CSTREAMITEM_H
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