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