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This is similar to the other changes I already posted. Here the sound instance handles are converted to their own handle type which will make it easier to use the sound API.
55 lines
766 B
C++
55 lines
766 B
C++
#pragma once
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#include <sound/ds.h>
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#include "scripting/ade_api.h"
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#include "gamesnd/gamesnd.h"
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#include "sound/sound.h"
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namespace scripting {
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namespace api {
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struct sound_entry_h
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{
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gamesnd_id idx;
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sound_entry_h();
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explicit sound_entry_h(gamesnd_id n_idx);
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game_snd *Get();
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bool IsValid();
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};
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//**********HANDLE: SoundEntry
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DECLARE_ADE_OBJ(l_SoundEntry, sound_entry_h);
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struct sound_h : public sound_entry_h
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{
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sound_handle sig;
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sound_h();
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sound_h(gamesnd_id n_gs_idx, sound_handle n_sig);
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sound_handle getSignature();
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bool IsSoundValid();
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bool IsValid();
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};
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//**********HANDLE: Sound
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DECLARE_ADE_OBJ(l_Sound, sound_h);
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DECLARE_ADE_OBJ(l_Sound3D, sound_h);
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//**********HANDLE: Soundfile
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DECLARE_ADE_OBJ(l_Soundfile, sound_load_id);
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}
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}
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