Files
watrbx-game-engine/App/util/SoundWorld.cpp
T
2025-09-18 17:55:52 -04:00

80 lines
2.8 KiB
C++

/* 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