CnC_Remastered_Collection/REDALERT/AUDIO.H
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

97 lines
3.7 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c0\vcs\code\audio.h_v 4.43 05 Jul 1996 17:58:10 JOE_BOSTIC $ */
/***********************************************************************************************
*** 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 : Command & Conquer *
* *
* File Name : AUDIO.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : June 21, 1994 *
* *
* Last Update : June 21, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef AUDIO_H
#define AUDIO_H
#include "memory.h"
class AudioClass {
char const * Name; // Name of audio asset.
void const * Data; // Loaded audio data.
int Handle; // Handle of asset (as it is playing).
MemoryClass *Mem; // Pointer to memory handler class.
unsigned IsMIDI:1; // Is this a midi file?
public:
AudioClass(void);
AudioClass(char const *name, MemoryClass &mem);
virtual ~AudioClass(void);
bool Load(char const *name = 0);
bool Free(void);
bool Play(int volume = 0xFF);
bool Stop(void);
bool Pause(void);
bool Resume(void);
bool Set_Name(char const *name);
bool Is_Playing(void) const;
bool Is_Loaded(void) const;
bool Is_MIDI(void) const;
};
inline AudioClass::AudioClass(void)
{
Name = 0;
Data = 0;
Mem = 0;
Handle = -1;
};
inline AudioClass::AudioClass(char const *name, MemoryClass &mem)
{
if (mem) {
Mem = &mem;
} else {
Mem = &::Mem; // Uses global default memory handler.
}
Name = strdup(name);
Data = 0;
Handle = -1;
};
inline AudioClass::~AudioClass(void)
{
if (GameActive) {
if (Name) free(Name);
if (Data) Mem->Free(Data);
Name = 0;
Data = 0;
Handle = -1;
}
};
#endif