1
0
forked from mirrors/0ad
Files
0ad/source/soundmanager/js/AmbientSound.h
T
historic_bruno 89c8bccbde Sound system patch by stwf:
Fixes sound system to work with archives (use VFS files instead of
POSIX), fixes #1604.
Improves error handling and logging, refs #1594.
Allows sound to be disabled with -nosound/-quickstart runtime options or
--without-audio build option, fixes #1609, #1614.
Experimentally increases default buffer size to help prevent sound
stoppages.

This was SVN commit r12566.
2012-08-31 19:08:41 +00:00

51 lines
1.5 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_JAMBIENTSOUND
#define INCLUDED_JAMBIENTSOUND
#include "scripting/ScriptableObject.h"
#include "soundmanager/items/ISoundItem.h"
class JAmbientSound : public CJSObject<JAmbientSound>
{
public:
JAmbientSound(const VfsPath& pathname);
CStr ToString(JSContext* cx, uintN argc, jsval* argv);
bool Play(JSContext* cx, uintN argc, jsval* argv);
bool Loop(JSContext* cx, uintN argc, jsval* argv);
bool Free(JSContext* cx, uintN argc, jsval* argv);
bool SetGain(JSContext* cx, uintN argc, jsval* argv);
bool SetPitch(JSContext* cx, uintN argc, jsval* argv);
bool Fade(JSContext* cx, uintN argc, jsval* argv);
static JSBool Construct(JSContext* cx, uintN argc, jsval* vp);
void clearSoundItem();
static void ScriptingInit();
protected:
VfsPath m_FileName;
};
#endif // #ifndef INCLUDED_JAMBIENTSOUND