open_toontown_panda3d/panda/src/audio/nullAudioSound.h

98 lines
2.5 KiB
C++

// Filename: nullAudioSound.h
// Created by: skyler (June 6, 2001)
// Prior system by: cary
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#ifndef __NULL_AUDIO_SOUND_H__
#define __NULL_AUDIO_SOUND_H__
#include "audioSound.h"
// This class intentionally does next to nothing.
// It's used as a placeholder when you don't want a sound
// system.
class EXPCL_PANDA_AUDIO 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();
void play();
void stop();
void set_loop(bool);
bool get_loop() const;
void set_loop_count(unsigned long);
unsigned long get_loop_count() const;
void set_time(float);
float get_time() const;
void set_volume(float);
float get_volume() const;
void set_balance(float);
float get_balance() const;
void set_play_rate(float);
float get_play_rate() const;
void set_active(bool);
bool get_active() const;
void set_finished_event(const string& event);
const string& get_finished_event() const;
const string& get_name() const;
float length() const;
void set_3d_attributes(float px, float py, float pz, float vx, float vy, float vz);
void get_3d_attributes(float *px, float *py, float *pz, float *vx, float *vy, float *vz);
void set_3d_min_distance(float dist);
float get_3d_min_distance() const;
void set_3d_max_distance(float dist);
float get_3d_max_distance() const;
AudioSound::SoundStatus status() const;
// why protect the constructor?!?
//protected:
NullAudioSound();
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
AudioSound::init_type();
register_type(_type_handle, "NullAudioSound",
AudioSound::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
friend class NullAudioManager;
};
#endif /* __NULL_AUDIO_SOUND_H__ */