Torque3D/Engine/source/scene/mixin/sceneAmbientSoundObject.h
2012-09-19 11:15:01 -04:00

74 lines
2.5 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 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 _SCENEAMBIENTSOUNDOBJECT_H_
#define _SCENEAMBIENTSOUNDOBJECT_H_
class SFXAmbience;
/// Template mixin to add ability to hold a custom SFXAmbience to
/// a SceneObject.
template< typename Base >
class SceneAmbientSoundObject : public Base
{
public:
typedef Base Parent;
protected:
enum
{
SoundMask = Parent::NextFreeMask << 0, ///< Ambient sound properties have changed.
NextFreeMask = Parent::NextFreeMask << 1,
};
/// Ambient sound properties for this space.
SFXAmbience* mSoundAmbience;
public:
SceneAmbientSoundObject();
/// Set the ambient sound properties for the space.
void setSoundAmbience( SFXAmbience* ambience );
// SimObject.
static void initPersistFields();
// NetObject.
virtual U32 packUpdate( NetConnection* connection, U32 mask, BitStream* stream );
virtual void unpackUpdate( NetConnection* connection, BitStream* stream );
// SceneObject.
virtual SFXAmbience* getSoundAmbience() const { return mSoundAmbience; }
private:
// Console field getters/setters.
static bool _setSoundAmbience( void* object, const char* index, const char* data );
};
#endif // !_SCENEAMBIENTSOUNDOBJECT_H_