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//=============================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// File: soundavatar.h
//
// Description: Declaration of SoundAvatar class, which maintains a reference
// to an avatar for which sounds are to be created, and directs
// the playing of sound as either vehicle- or character-based,
// whichever is appropriate at the time.
//
// History: 30/06/2002 + Created -- Darren
//
//=============================================================================
#ifndef SOUNDAVATAR_H
#define SOUNDAVATAR_H
//========================================
// Nested Includes
//========================================
#include <sound/avatar/vehiclesoundplayer.h>
#include <events/eventlistener.h>
//========================================
// Forward References
//========================================
class Avatar;
//=============================================================================
//
// Synopsis: SoundAvatar
//
//=============================================================================
class SoundAvatar : public EventListener
{
public:
SoundAvatar( Avatar* avatarObj );
virtual ~SoundAvatar();
void HandleEvent( EventEnum id, void* pEventData );
void UpdateOncePerFrame( unsigned int elapsedTime );
private:
//Prevent wasteful constructor creation.
SoundAvatar();
SoundAvatar( const SoundAvatar& original );
SoundAvatar& operator=( const SoundAvatar& rhs );
void syncCarSoundState();
//
// Avatar object that we're going to keep an eye on
//
Avatar* m_avatar;
//
// Is the player in the car?
//
bool m_isInCar;
//
// Object for playing vehicle sounds
VehicleSoundPlayer m_vehicleSoundPlayer;
//
// Timer for character sprinting
//
unsigned int m_turboTimer;
};
#endif // SOUNDAVATAR_H
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