97 lines
3.7 KiB
C++
97 lines
3.7 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: F:\projects\c&c\vcs\code\audio.h_v 2.18 16 Oct 1995 16:45:34 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : AUDIO.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : June 21, 1994 *
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* *
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* Last Update : June 21, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef AUDIO_H
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#define AUDIO_H
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#include "memory.h"
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class AudioClass {
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char const * Name; // Name of audio asset.
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void const * Data; // Loaded audio data.
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int Handle; // Handle of asset (as it is playing).
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MemoryClass *Mem; // Pointer to memory handler class.
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unsigned IsMIDI:1; // Is this a midi file?
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public:
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AudioClass(void);
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AudioClass(char const *name, MemoryClass &mem);
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virtual ~AudioClass(void);
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bool Load(char const *name = 0);
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bool Free(void);
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bool Play(int volume = 0xFF);
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bool Stop(void);
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bool Pause(void);
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bool Resume(void);
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bool Set_Name(char const *name);
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bool Is_Playing(void) const;
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bool Is_Loaded(void) const;
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bool Is_MIDI(void) const;
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};
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inline AudioClass::AudioClass(void)
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{
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Name = 0;
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Data = 0;
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Mem = 0;
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Handle = -1;
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};
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inline AudioClass::AudioClass(char const *name, MemoryClass &mem)
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{
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if (mem) {
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Mem = &mem;
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} else {
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Mem = &::Mem; // Uses global default memory handler.
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}
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Name = strdup(name);
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Data = 0;
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Handle = -1;
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};
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inline AudioClass::~AudioClass(void)
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{
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if (GameActive) {
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if (Name) free(Name);
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if (Data) Mem->Free(Data);
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Name = 0;
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Data = 0;
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Handle = -1;
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}
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};
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#endif
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