*** empty log message ***

This commit is contained in:
Dave Schuyler 2001-07-12 22:52:24 +00:00
parent fa1e185e73
commit 991b0f2aa5
4 changed files with 70 additions and 47 deletions

View File

@ -19,34 +19,83 @@
#include "nullAudioManager.h"
NullAudioManager::NullAudioManager() {
////////////////////////////////////////////////////////////////////
// Function: NullAudioManager::NullAudioManager
// Access:
// Description:
////////////////////////////////////////////////////////////////////
NullAudioManager::
NullAudioManager() {
audio_info("NullAudioManager");
}
NullAudioManager::~NullAudioManager() {
////////////////////////////////////////////////////////////////////
// Function: NullAudioManager::~NullAudioManager
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
NullAudioManager::
~NullAudioManager() {
// intentionally blank.
}
AudioSound* NullAudioManager::get_sound(const string&) {
////////////////////////////////////////////////////////////////////
// Function: NullAudioManager::get_sound
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
PT(AudioSound) NullAudioManager::
get_sound(const string&) {
return new NullAudioSound();
}
void NullAudioManager::drop_sound(const string&) {
////////////////////////////////////////////////////////////////////
// Function: NullAudioManager::drop_sound
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void NullAudioManager::
drop_sound(const string&) {
// intentionally blank.
}
void NullAudioManager::set_volume(float) {
////////////////////////////////////////////////////////////////////
// Function: NullAudioManager::set_volume
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void NullAudioManager::
set_volume(float) {
// intentionally blank.
}
float NullAudioManager::get_volume() {
////////////////////////////////////////////////////////////////////
// Function: NullAudioManager::get_volume
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
float NullAudioManager::
get_volume() {
return 0;
}
void NullAudioManager::set_active(bool) {
////////////////////////////////////////////////////////////////////
// Function: NullAudioManager::set_active
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void NullAudioManager::
set_active(bool) {
// intentionally blank.
}
bool NullAudioManager::get_active() {
////////////////////////////////////////////////////////////////////
// Function: NullAudioManager::get_active
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
bool NullAudioManager::
get_active() {
return 0;
}

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@ -23,33 +23,21 @@
#include "audioManager.h"
#include "nullAudioSound.h"
#define NAME_MACRO_FOR_AUDIO_MANAGER() NullAudioManager
class EXPCL_PANDA NullAudioManager : public AudioManager {
// All of these methods are stubbed out to some degree.
// If you're looking for a starting place for a new AudioManager,
// please consider looking at the milesAudioManager.
public:
NullAudioManager();
virtual ~NullAudioManager();
// Get a sound:
// You own this sound. Be sure to delete it when you're done.
virtual AudioSound* get_sound(const string&);
// Tell the AudioManager there is no need to keep this one cached.
virtual PT(AudioSound) get_sound(const string&);
virtual void drop_sound(const string&);
// Control volume:
// FYI:
// If you start a sound with the volume off and turn the volume
// up later, you'll hear the sound playing at that late point.
virtual void set_volume(float);
virtual float get_volume();
// Turn the manager on an off.
// If you play a sound while the manager is inactive, it won't start.
// If you deactivate the manager while sounds are playing, they'll
// stop.
// If you activate the manager while looping sounds are playing
// (those that have a loop_count of zero),
// they will start playing from the begining of their loop.
virtual void set_active(bool);
virtual bool get_active();
};

View File

@ -85,7 +85,8 @@ bool NullAudioSound::get_active() const {
}
const string& NullAudioSound::get_name() const {
return "";
static const string blank="";
return blank;
}
float NullAudioSound::length() const {

View File

@ -27,51 +27,36 @@
// It's used as a placeholder when you don't want a sound
// system.
class EXPCL_PANDA NullAudioSound : public AudioSound {
// All of these methods are stubbed out to some degree.
// If you're looking for a starting place for a new AudioManager,
// please consider looking at the milesAudioManager.
public:
~NullAudioSound();
// For best compatability, set the loop_count, start_time,
// volume, and balance, prior to calling play(). You may
// set them while they're playing, but it's implementation
// specific whether you get the results.
void play();
void stop();
// loop: 0 = play once; 1 = play forever.
// inits to false.
void set_loop(bool);
bool get_loop() const;
// loop_count: 0 = forever; 1 = play once; n = play n times.
// inits to 1.
void set_loop_count(unsigned long);
unsigned long get_loop_count() const;
// start_time: 0 = begining; length() = end.
// inits to 0.0.
void set_time(float);
float get_time() const;
// 0 = minimum; 1.0 = maximum.
// inits to 1.0.
void set_volume(float);
float get_volume() const;
// -1.0 is hard left
// 0.0 is centered
// 1.0 is hard right
// inits to 0.0.
void set_balance(float);
float get_balance() const;
// inits to manager's state.
void set_active(bool);
bool get_active() const;
// There is no set_name(), this is intentional.
const string& get_name() const;
// return: playing time in seconds.
float length() const;
AudioSound::SoundStatus status() const;