LCOV - code coverage report
Current view: top level - source/soundmanager - ISoundManager.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 2 0.0 %
Date: 2023-01-19 00:18:29 Functions: 0 3 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2021 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #ifndef INCLUDED_ISOUNDMANAGER_H
      19             : #define INCLUDED_ISOUNDMANAGER_H
      20             : 
      21             : #include "lib/config2.h"
      22             : #include "lib/file/vfs/vfs_path.h"
      23             : #include "ps/CStr.h"
      24             : #include "simulation2/system/Entity.h"
      25             : 
      26             : class CVector3D;
      27             : 
      28           0 : class ISoundManager
      29             : {
      30             : public:
      31           0 :     virtual ~ISoundManager() {};
      32             : 
      33             :     static void CreateSoundManager();
      34             :     static void SetEnabled(bool doEnable);
      35             :     static void CloseGame();
      36             : 
      37             :     virtual void StartWorker() = 0;
      38             : 
      39             :     virtual void IdleTask() = 0;
      40             :     virtual void Pause(bool pauseIt) = 0;
      41             :     virtual void PauseMusic(bool pauseIt) = 0;
      42             :     virtual void PauseAmbient(bool pauseIt) = 0;
      43             :     virtual void PauseAction(bool pauseIt) = 0;
      44             : 
      45             :     virtual void SetMasterGain(float gain) = 0;
      46             :     virtual void SetMusicGain(float gain) = 0;
      47             :     virtual void SetAmbientGain(float gain) = 0;
      48             :     virtual void SetActionGain(float gain) = 0;
      49             :     virtual void SetUIGain(float gain) = 0;
      50             : 
      51             :     virtual void RunHardwareDetection() = 0;
      52             :     virtual CStr8 GetSoundCardNames() const = 0;
      53             :     virtual CStr8 GetOpenALVersion() const = 0;
      54             : 
      55             :     virtual void PlayAsUI(const VfsPath& itemPath, bool looping) = 0;
      56             :     virtual void PlayAsMusic(const VfsPath& itemPath, bool looping) = 0;
      57             :     virtual void PlayAsAmbient(const VfsPath& itemPath, bool looping) = 0;
      58             :     virtual void PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound) = 0;
      59             : 
      60             :     virtual bool InDistress() = 0;
      61             : };
      62             : 
      63             : extern ISoundManager*  g_SoundManager;
      64             : 
      65             : #endif // INCLUDED_ISOUNDMANAGER_H
      66             : 

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