Torque3D/Engine/source/T3D/assets/SoundAsset.h
Areloch ae5a43de70 Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00

76 lines
2.3 KiB
C++

#pragma once
//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef SOUND_ASSET_H
#define SOUND_ASSET_H
#ifndef _ASSET_BASE_H_
#include "assets/assetBase.h"
#endif
#ifndef _ASSET_DEFINITION_H_
#include "assets/assetDefinition.h"
#endif
#ifndef _STRINGUNIT_H_
#include "string/stringUnit.h"
#endif
#ifndef _ASSET_FIELD_TYPES_H_
#include "assets/assetFieldTypes.h"
#endif
class SFXTrack;
//-----------------------------------------------------------------------------
class SoundAsset : public AssetBase
{
typedef AssetBase Parent;
protected:
StringTableEntry mSoundFilePath;
F32 mPitchAdjust;
F32 mVolumeAdjust;
public:
SoundAsset();
virtual ~SoundAsset();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
/// Declare Console Object.
DECLARE_CONOBJECT(SoundAsset);
StringTableEntry getSoundFilePath() { return mSoundFilePath; }
protected:
virtual void initializeAsset(void);
virtual void onAssetRefresh(void);
};
DefineConsoleType(TypeSoundAssetPtr, SoundAsset)
#endif // _ASSET_BASE_H_