/* * Author: Andrew Robberts * * Copyright (C) 2003 Atomic Blue (info@planeshift.it, http://www.atomicblue.org) * * * 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 (version 2 of the License) * 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 PS_EFFECT_OBJ_SOUND_HEADER #define PS_EFFECT_OBJ_SOUND_HEADER #include "pseffectobj.h" #include "iclient/isoundmngr.h" struct iSoundManager; struct iSoundHandle; struct iSoundSource; class psEffectObjSound : public psEffectObj { public: psEffectObjSound(iView * parentView); ~psEffectObjSound(); // inheritted function overloads bool Load(iDocumentNode *node); bool Render(const csVector3 &up); bool Update(csTicks elapsed); bool AttachToAnchor(psEffectAnchor * newAnchor); psEffectObj *Clone() const; private: /** performs the post setup (after the effect obj has been loaded). * Things like create mesh factory, etc are initialized here. */ bool PostSetup(); csString soundName; float minDistSquared; float maxDistSquared; float volumeMultiplier; bool loop; csRef soundmanager; csRef sndData; csRef sndStream; csRef sndSource; }; #endif