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CnC_Renegade/Code/WWAudio/AudioSaveLoad.h

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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/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : LevelEdit *
* *
* $Archive:: /Commando/Code/WWAudio/AudioSaveLoad.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 6/12/00 4:29p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __AUDIO_SAVE_LOAD_H
#define __AUDIO_SAVE_LOAD_H
#include "saveloadsubsystem.h"
#include "vector.h"
#include "bittype.h"
// Singleton instances
extern class StaticAudioSaveLoadClass _StaticAudioSaveLoadSubsystem;
extern class DynamicAudioSaveLoadClass _DynamicAudioSaveLoadSubsystem;
//////////////////////////////////////////////////////////////////////////
//
// StaticAudioSaveLoadClass
//
//////////////////////////////////////////////////////////////////////////
class StaticAudioSaveLoadClass : public SaveLoadSubSystemClass
{
public:
//////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////
StaticAudioSaveLoadClass (void) { }
virtual ~StaticAudioSaveLoadClass (void) { }
//////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////
// From SaveLoadSubSystemClass
virtual uint32 Chunk_ID (void) const;
protected:
//////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////
virtual bool Contains_Data(void) const;
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
virtual const char* Name() const { return "StaticAudioSaveLoadClass"; }
};
//////////////////////////////////////////////////////////////////////////
//
// DynamicAudioSaveLoadClass
//
//////////////////////////////////////////////////////////////////////////
class DynamicAudioSaveLoadClass : public SaveLoadSubSystemClass
{
public:
//////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////
DynamicAudioSaveLoadClass (void) { }
virtual ~DynamicAudioSaveLoadClass (void) { }
//////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////
// From SaveLoadSubSystemClass
virtual uint32 Chunk_ID (void) const;
protected:
//////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////
virtual bool Contains_Data(void) const;
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
virtual const char* Name() const { return "DynamicAudioSaveLoadClass"; }
//bool Save_Micro_Chunks (ChunkSaveClass &csave);
//bool Load_Micro_Chunks (ChunkLoadClass &cload);
};
#endif //__AUDIO_SAVE_LOAD_H