Tweaks to doxygen comments.
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@ -20,6 +20,12 @@
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//
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// $Id$
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/**
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* \file sound.hxx
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* Provides a class to manage a single sound event including things
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* like looping, volume and pitch changes.
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*/
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#ifndef _SG_SOUND_HXX
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#define _SG_SOUND_HXX 1
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@ -23,6 +23,12 @@
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//
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// $Id$
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/**
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* \file soundmgr.hxx
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* Provides a sound manager class to keep track of
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* multiple sounds and manage playing them with different effects and
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* timings.
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*/
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#ifndef _SG_SOUNDMGR_HXX
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#define _SG_SOUNDMGR_HXX 1
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@ -44,7 +50,9 @@ SG_USING_STD(map);
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SG_USING_STD(string);
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// manages everything we need to know for an individual sound sample
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/**
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* manages everything we need to know for an individual sound sample
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*/
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class SGSimpleSound {
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private:
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@ -101,6 +109,9 @@ typedef sound_map::iterator sound_map_iterator;
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typedef sound_map::const_iterator const_sound_map_iterator;
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/**
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* Manage a collection of SGSimpleSound instances
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*/
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class SGSoundMgr
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{
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@ -154,43 +165,67 @@ public:
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void resume ();
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// is audio working?
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/**
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* is audio working?
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*/
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inline bool is_working() const { return !audio_sched->notWorking(); }
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// reinitialize the sound manager
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/**
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* reinitialize the sound manager
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*/
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inline void reinit() { init(); }
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// add a sound effect, return true if successful
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/**
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* add a sound effect, return true if successful
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*/
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bool add( SGSimpleSound *sound, const string& refname);
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// add a sound file, return the sample if successful, else return NULL
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/**
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* add a sound file, return the sample if successful, else return NULL
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*/
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SGSimpleSound *add( const string& refname,
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const char *path, const char *file = NULL );
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// remove a sound effect, return true if successful
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/**
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* remove a sound effect, return true if successful
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*/
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bool remove( const string& refname );
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// return true of the specified sound exists in the sound manager system
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/**
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* return true of the specified sound exists in the sound manager system
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*/
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bool exists( const string& refname );
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// return a pointer to the SGSimpleSound if the specified sound
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// exists in the sound manager system, otherwise return NULL
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/**
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* return a pointer to the SGSimpleSound if the specified sound
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* exists in the sound manager system, otherwise return NULL
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*/
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SGSimpleSound *find( const string& refname );
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// tell the scheduler to play the indexed sample in a continuous
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// loop
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/**
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* tell the scheduler to play the indexed sample in a continuous
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* loop
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*/
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bool play_looped( const string& refname );
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// tell the scheduler to play the indexed sample once
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/**
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* tell the scheduler to play the indexed sample once
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*/
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bool play_once( const string& refname );
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// return true of the specified sound is currently being played
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/**
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* return true of the specified sound is currently being played
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*/
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bool is_playing( const string& refname );
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// immediate stop playing the sound
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/**
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* immediate stop playing the sound
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*/
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bool stop( const string& refname );
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// return the audio scheduler
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/**
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* return the audio scheduler
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*/
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inline slScheduler *get_scheduler( ) { return audio_sched; };
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};
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