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