Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SOUNDENTRY_H
#define SOUNDENTRY_H
#ifdef _WIN32
#pragma once
#endif
#include "itreeitem.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "sentence.h"
class CAudioSource; class CVCDFile; class CWaveFile;
class CSoundEntry : public ITreeItem { public: CSoundEntry( CVCDFile *vcd, char const *name ); ~CSoundEntry();
CVCDFile *GetOwnerVCDFile();
void SetName( char const *name );
char const *GetName() const;
int GetWaveCount() const; CWaveFile *GetWave( int index ); void ClearWaves(); void AddWave( CWaveFile *wave ); void RemoveWave( CWaveFile *wave ); int FindWave( CWaveFile *wave );
void ValidateTree( mxTreeView *tree, mxTreeViewItem* parent );
virtual CWorkspace *GetWorkspace() { return NULL; } virtual CProject *GetProject() { return NULL; } virtual CScene *GetScene() { return NULL; } virtual CVCDFile *GetVCDFile() { return NULL; } virtual CSoundEntry *GetSoundEntry() { return this; } virtual CWaveFile *GetWaveFile() { return NULL; }
void Play();
char const *GetScriptFile() const; void SetScriptFile( char const *scriptfile );
char const *GetSentenceText( int wavindex ); void GetCCText( wchar_t *out, int maxchars );
CSoundParametersInternal *GetSoundParameters();
virtual void Checkout( bool updatestateicons = true ); virtual void Checkin( bool updatestateicons = true );
bool IsCheckedOut() const; int GetIconIndex() const;
virtual void MoveChildUp( ITreeItem *child ); virtual void MoveChildDown( ITreeItem *child );
virtual void SetDirty( bool dirty );
virtual bool IsChildFirst( ITreeItem *child ); virtual bool IsChildLast( ITreeItem *child );
private:
CSoundParameters m_Params;
enum { MAX_SOUND_NAME = 256, MAX_SCRIPT_FILE = 64, MAX_SOUND_FILENAME = 128, };
char m_szName[ MAX_SOUND_NAME ]; char m_szScriptFile[ MAX_SCRIPT_FILE ];
CVCDFile *m_pOwner;
CUtlVector< CWaveFile * > m_Waves;
int m_nLastPlay; };
#endif // SOUNDENTRY_H
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