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// Copyright (c) 2021-present Sparky Studios. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#pragma once

#ifndef _AM_SOUND_COLLECTION_H
#define _AM_SOUND_COLLECTION_H

#include <unordered_set>

#include <SparkyStudios/Audio/Amplitude/Core/Entity.h>

#include <SparkyStudios/Audio/Amplitude/Sound/Sound.h>

namespace SparkyStudios::Audio::Amplitude
{
    class AM_API_PUBLIC Collection
        : public SoundObject
        , public Asset<AmCollectionID>
    {
    public:
        [[nodiscard]] virtual Sound* SelectFromWorld(const std::unordered_set<AmSoundID>& toSkip) const = 0;

        virtual Sound* SelectFromEntity(const Entity& entity, const std::unordered_set<AmSoundID>& toSkip) = 0;

        virtual void ResetEntityScopeScheduler(const Entity& entity) = 0;

        virtual void ResetWorldScopeScheduler() = 0;

        [[nodiscard]] virtual const std::vector<AmSoundID>& GetSounds() const = 0;
    };
} // namespace SparkyStudios::Audio::Amplitude

#endif // _AM_SOUND_COLLECTION_H