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