/* ** Command & Conquer Red Alert(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU 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 General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /* $Header: F:\projects\c&c0\vcs\code\audio.h_v 4.43 05 Jul 1996 17:58:10 JOE_BOSTIC $ */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : Command & Conquer * * * * File Name : AUDIO.H * * * * Programmer : Joe L. Bostic * * * * Start Date : June 21, 1994 * * * * Last Update : June 21, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef AUDIO_H #define AUDIO_H #include "memory.h" class AudioClass { char const * Name; // Name of audio asset. void const * Data; // Loaded audio data. int Handle; // Handle of asset (as it is playing). MemoryClass *Mem; // Pointer to memory handler class. unsigned IsMIDI:1; // Is this a midi file? public: AudioClass(void); AudioClass(char const *name, MemoryClass &mem); virtual ~AudioClass(void); bool Load(char const *name = 0); bool Free(void); bool Play(int volume = 0xFF); bool Stop(void); bool Pause(void); bool Resume(void); bool Set_Name(char const *name); bool Is_Playing(void) const; bool Is_Loaded(void) const; bool Is_MIDI(void) const; }; inline AudioClass::AudioClass(void) { Name = 0; Data = 0; Mem = 0; Handle = -1; }; inline AudioClass::AudioClass(char const *name, MemoryClass &mem) { if (mem) { Mem = &mem; } else { Mem = &::Mem; // Uses global default memory handler. } Name = strdup(name); Data = 0; Handle = -1; }; inline AudioClass::~AudioClass(void) { if (GameActive) { if (Name) free(Name); if (Data) Mem->Free(Data); Name = 0; Data = 0; Handle = -1; } }; #endif