// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#include "std3d.h"
//#include "nel/3d/u_particle_system_sound.h" we don't include this to avoid a link with NLSOUND
#include "nel/3d/particle_system.h"
#include "nel/3d/u_ps_sound_interface.h"
#include "nel/3d/u_ps_sound_impl.h"
namespace NL3D
{
void assignSoundServerToPS(UPSSoundServer *soundServer)
{
CParticleSystem::registerSoundServer(soundServer);
} // NL3D
/// init the particle system sound with the given AudioMixer
void UParticleSystemSound::setPSSound(NLSOUND::UAudioMixer *audioMixer)
{
static CPSSoundServImpl soundServer;
soundServer.init(audioMixer);
if (audioMixer)
{
assignSoundServerToPS(&soundServer);
}
else
{
assignSoundServerToPS(NULL);
}
}
void CPSSoundInstanceImpl::release(void)
{
if (!_Spawned) // remove this source from the audio mixer if it hasn't been spawned
{
if (_SoundServImpl->getAudioMixer())
{
// _SoundServImpl->getAudioMixer()->removeSource(_Source);
delete _Source;
}
}
else
{
if (_Source) // tells this spawned source not to notify us when it ends
{
_Source->unregisterSpawnCallBack();
}
}
delete this;
}
}
/* End of particle_system_sound_user.cpp */