128 lines
5 KiB
C++
128 lines
5 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/WWAudio/AudioSaveLoad.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 6/12/00 4:29p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __AUDIO_SAVE_LOAD_H
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#define __AUDIO_SAVE_LOAD_H
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#include "saveloadsubsystem.h"
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#include "vector.h"
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#include "bittype.h"
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// Singleton instances
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extern class StaticAudioSaveLoadClass _StaticAudioSaveLoadSubsystem;
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extern class DynamicAudioSaveLoadClass _DynamicAudioSaveLoadSubsystem;
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//////////////////////////////////////////////////////////////////////////
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//
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// StaticAudioSaveLoadClass
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//
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//////////////////////////////////////////////////////////////////////////
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class StaticAudioSaveLoadClass : public SaveLoadSubSystemClass
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{
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public:
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//////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////
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StaticAudioSaveLoadClass (void) { }
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virtual ~StaticAudioSaveLoadClass (void) { }
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//////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////
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// From SaveLoadSubSystemClass
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virtual uint32 Chunk_ID (void) const;
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protected:
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//////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////
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virtual bool Contains_Data(void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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virtual const char* Name() const { return "StaticAudioSaveLoadClass"; }
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};
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//////////////////////////////////////////////////////////////////////////
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//
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// DynamicAudioSaveLoadClass
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//
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//////////////////////////////////////////////////////////////////////////
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class DynamicAudioSaveLoadClass : public SaveLoadSubSystemClass
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{
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public:
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//////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////
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DynamicAudioSaveLoadClass (void) { }
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virtual ~DynamicAudioSaveLoadClass (void) { }
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//////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////
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// From SaveLoadSubSystemClass
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virtual uint32 Chunk_ID (void) const;
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protected:
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//////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////
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virtual bool Contains_Data(void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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virtual const char* Name() const { return "DynamicAudioSaveLoadClass"; }
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//bool Save_Micro_Chunks (ChunkSaveClass &csave);
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//bool Load_Micro_Chunks (ChunkLoadClass &cload);
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};
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#endif //__AUDIO_SAVE_LOAD_H
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