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main
App/util/SoundWorld.cpp
80 строк
3 KB
PatoFlamejanteTV
full source code
19 дек 2024, 19:11
19 дек 2024, 19:11
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/* Copyright 2003-2005 ROBLOX Corporation, All Rights Reserved */ #include "stdafx.h" #include "Util/SoundWorld.h" #include "reflection/enumconverter.h" namespace RBX { namespace Reflection { template<> Reflection::EnumDesc<SoundType>::EnumDesc() :Reflection::EnumDescriptor("SoundType") { addPair(NO_SOUND, "NoSound"); addPair(BOING_SOUND, "Boing"); addPair(BOMB_SOUND, "Bomb"); addPair(BREAK_SOUND, "Break"); addPair(CLICK_SOUND, "Click"); addPair(CLOCK_SOUND, "Clock"); addPair(RUBBERBAND_SOUND, "Slingshot"); addPair(PAGE_SOUND, "Page"); addPair(PING_SOUND, "Ping"); addPair(SNAP_SOUND, "Snap"); addPair(SPLAT_SOUND, "Splat"); addPair(STEP_SOUND, "Step"); addPair(STEP_ON_SOUND, "StepOn"); addPair(SWOOSH_SOUND, "Swoosh"); addPair(VICTORY_SOUND, "Victory"); } template<> SoundType& Variant::convert<SoundType>(void) { return genericConvert<SoundType>(); } } // namespace Reflection template<> bool StringConverter<SoundType>::convertToValue(const std::string& text, SoundType& value) { return Reflection::EnumDesc<SoundType>::singleton().convertToValue(text.c_str(),value); } //std::map<SoundType, FSOUND_SAMPLE*> FModSound::stockSounds; //std::map<std::string, FSOUND_SAMPLE*> FModSound::soundMap; //FSOUND_SAMPLE* FModSound::loadSound(std::string file) //{ // std::map<std::string, FSOUND_SAMPLE*>::iterator iter = soundMap.find(file); // if (iter!=soundMap.end()) // return iter->second; // // // fmod is set to handle cleanup of all resources // FSOUND_SAMPLE* sound = FSOUND_Sample_Load(FSOUND_FREE, file.c_str(), 0, 0, 0); // soundMap[file] = sound; // return sound; //} //stockSounds[BOING_SOUND] = loadSound(contentDir + "Sounds\\bass.wav"); // FAILURE SOUND //stockSounds[BOMB_SOUND] = loadSound(contentDir + "Sounds\\collide.wav"); //stockSounds[BREAK_SOUND] = loadSound(contentDir + "Sounds\\glassbreak.wav"); //stockSounds[CLICK_SOUND] = loadSound(contentDir + "Sounds\\switch.wav"); //stockSounds[CLOCK_SOUND] = loadSound(contentDir + "Sounds\\clickfast.wav"); //stockSounds[DROP_SOUND] = loadSound(contentDir + "Sounds\\waterdrop.wav"); //stockSounds[PAGE_SOUND] = loadSound(contentDir + "Sounds\\pageturn.wav"); // PAGE //stockSounds[PING_SOUND] = loadSound(contentDir + "Sounds\\electronicpingshort.wav"); // ACTION SOUND //stockSounds[SNAP_SOUND] = loadSound(contentDir + "Sounds\\snap.wav"); //stockSounds[SPLAT_SOUND] = loadSound(contentDir + "Sounds\\splat.wav"); //stockSounds[STEP_SOUND] = loadSound(contentDir + "Sounds\\SWITCH3.wav"); //stockSounds[STEP_ON_SOUND] = loadSound(contentDir + "Sounds\\flashbulb.wav"); //stockSounds[SWOOSH_SOUND] = loadSound(contentDir + "Sounds\\swoosh.wav"); //stockSounds[VICTORY_SOUND] = loadSound(contentDir + "Sounds\\victory.wav"); } // namespace RBX