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CnC_Renegade/Code/Combat/combatsound.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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 3 of the License, or
** (at your option) any later version.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/combatsound.cpp $*
* *
* $Author:: Patrick $*
* *
* $Modtime:: 11/29/00 2:16p $*
* *
* $Revision:: 13 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "combatsound.h"
#include "wwaudio.h"
/*
**
*/
const char * CombatSoundTypeNames[NUM_DEFINED_SOUND_TYPES] =
{
"None",
"Old Weapon",
"Footsteps",
"Vehicle",
"Gunshot",
"Bullet Hit"
};
/*
**
*/
void CombatSoundManager::Init( void )
{
for ( int i = 0; i < NUM_DEFINED_SOUND_TYPES; i++ ) {
WWAudioClass::Get_Instance()->Add_Logical_Type( i, CombatSoundTypeNames[i] );
}
for ( i = SOUND_TYPE_DESIGNER01; i <= SOUND_TYPE_DESIGNER09; i++ ) {
StringClass type_name;
type_name.Format ("Designer%02d", (i - SOUND_TYPE_DESIGNER01) + 1);
WWAudioClass::Get_Instance()->Add_Logical_Type( i, type_name );
}
}
void CombatSoundManager::Shutdown( void )
{
WWAudioClass::Get_Instance()->Reset_Logical_Types();
}