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CnC_Renegade/Code/WWAudio/AudioEvents.cpp

114 lines
4 KiB
C++

/*
** 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 : WWAudio *
* *
* $Archive:: /Commando/Code/WWAudio/AudioEvents.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/02/01 11:58a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "audioevents.h"
#include "soundsceneobj.h"
/////////////////////////////////////////////////////////////////////////////////
//
// AudioCallbackClass
//
/////////////////////////////////////////////////////////////////////////////////
AudioCallbackClass::AudioCallbackClass (void)
{
return ;
}
/////////////////////////////////////////////////////////////////////////////////
//
// ~AudioCallbackClass
//
/////////////////////////////////////////////////////////////////////////////////
AudioCallbackClass::~AudioCallbackClass (void)
{
Remove_All_Callbacks ();
return ;
}
/////////////////////////////////////////////////////////////////////////////////
//
// On_Registered
//
/////////////////////////////////////////////////////////////////////////////////
void
AudioCallbackClass::On_Registered (SoundSceneObjClass *sound)
{
if (SoundList.ID (sound) == -1) {
SoundList.Add (sound);
}
return ;
}
/////////////////////////////////////////////////////////////////////////////////
//
// On_UnRegistered
//
/////////////////////////////////////////////////////////////////////////////////
void
AudioCallbackClass::On_UnRegistered (SoundSceneObjClass *sound)
{
int index = SoundList.ID (sound);
if (index != -1) {
SoundList.Delete (index);
}
return ;
}
/////////////////////////////////////////////////////////////////////////////////
//
// Remove_All_Callbacks
//
/////////////////////////////////////////////////////////////////////////////////
void
AudioCallbackClass::Remove_All_Callbacks (void)
{
//
// Simply remove ourselves from the sound object
//
for (int index = 0; index < SoundList.Count (); index ++) {
SoundList[index]->Remove_Callback ();
}
SoundList.Delete_All ();
return ;
}