/* ** 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 . */ /*********************************************************************************************** *** 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(); }