/* Copyright (C) 2003 Matthias Braun 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 2 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, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef __UILIB_SOUND_HPP__ #define __UILIB_SOUND_HPP__ /** This is an interface to sound functions in the game */ class Sound { public: enum Event{ _selected, _deselected, _move_to, _target_enemy, _no_line_of_fire, _under_attack, _fire_gun, _hit_target, _miss_target, _scream, _random_battle, _blow_up_tank }; Sound(); virtual ~Sound() { } void playTankIdle(); void stopTankIdle(); void playPowerUpSound(); void playUnitSound(int unit_type); void playBattle(); virtual void playSound(const char* name) = 0; virtual void playAmbientSound(const char *name, long distance)=0; virtual int playSoundRepeatedly(const char* name) = 0; virtual void stopChannel(int channel) = 0; /// set sound volume (0-100) virtual void setSoundVolume(int volume) = 0; virtual void playMusic(const char* directory) = 0; virtual void stopMusic() = 0; /// set music volume (0-100) virtual void setMusicVolume(int volume) = 0; private: int m_tankIdleChannel; int m_battleCount; }; extern Sound* sound; #endif