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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