/* ** 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 . */ /*********************************************************************************************** *** 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