open_toontown_panda3d/panda/src/audio/audioLoadRequest.I

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// Filename: audioLoadRequest.I
// Created by: drose (29Aug06)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: AudioLoadRequest::Constructor
// Access: Published
// Description: Create a new AudioLoadRequest, and add it to the loader
// via load_async(), to begin an asynchronous load.
////////////////////////////////////////////////////////////////////
INLINE AudioLoadRequest::
AudioLoadRequest(AudioManager *audio_manager, const string &filename,
bool positional) :
_audio_manager(audio_manager),
_filename(filename),
_positional(positional),
_is_ready(false)
{
}
////////////////////////////////////////////////////////////////////
// Function: AudioLoadRequest::get_audio_manager
// Access: Published
// Description: Returns the AudioManager that will serve this
// asynchronous AudioLoadRequest.
////////////////////////////////////////////////////////////////////
INLINE AudioManager *AudioLoadRequest::
get_audio_manager() const {
return _audio_manager;
}
////////////////////////////////////////////////////////////////////
// Function: AudioLoadRequest::get_filename
// Access: Published
// Description: Returns the filename associated with this
// asynchronous AudioLoadRequest.
////////////////////////////////////////////////////////////////////
INLINE const string &AudioLoadRequest::
get_filename() const {
return _filename;
}
////////////////////////////////////////////////////////////////////
// Function: AudioLoadRequest::get_positional
// Access: Published
// Description: Returns the positional flag associated with this
// asynchronous AudioLoadRequest.
////////////////////////////////////////////////////////////////////
INLINE bool AudioLoadRequest::
get_positional() const {
return _positional;
}
////////////////////////////////////////////////////////////////////
// Function: AudioLoadRequest::is_ready
// Access: Published
// Description: Returns true if this request has completed, false if
// it is still pending. When this returns true, you may
// retrieve the sound loaded by calling get_sound().
////////////////////////////////////////////////////////////////////
INLINE bool AudioLoadRequest::
is_ready() const {
return _is_ready;
}
////////////////////////////////////////////////////////////////////
// Function: AudioLoadRequest::get_sound
// Access: Published
// Description: Returns the sound that was loaded asynchronously, if
// any, or NULL if there was an error. It is an error
// to call this unless is_ready() returns true.
////////////////////////////////////////////////////////////////////
INLINE AudioSound *AudioLoadRequest::
get_sound() const {
nassertr(_is_ready, NULL);
return _sound;
}