File SoundBank.h¶
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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_SOUND_BANK_H
#define _AM_SOUND_SOUND_BANK_H
#include <queue>
#include <SparkyStudios/Audio/Amplitude/Core/RefCounter.h>
namespace SparkyStudios::Audio::Amplitude
{
struct SoundBankDefinition;
class Engine;
class AM_API_PUBLIC SoundBank
{
public:
SoundBank();
explicit SoundBank(const AmString& source);
bool Initialize(const AmOsString& filename, Engine* engine);
bool InitializeFromMemoryView(AmConstVoidPtr ptr, AmUInt32 size, Engine* engine);
void Deinitialize(Engine* engine);
[[nodiscard]] AmBankID GetId() const;
[[nodiscard]] const AmString& GetName() const;
[[nodiscard]] const SoundBankDefinition* GetSoundBankDefinition() const;
RefCounter* GetRefCounter();
void LoadSoundFiles(const Engine* engine);
private:
bool InitializeInternal(Engine* engine);
RefCounter _refCounter;
AmString _soundBankDefSource;
AmString _name;
AmBankID _id;
std::queue<AmSoundID> _pendingSoundsToLoad;
};
} // namespace SparkyStudios::Audio::Amplitude
#endif // _AM_SOUND_SOUND_BANK_H