// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "std3d.h" //#include "nel/3d/u_particle_system_sound.h" we don't include this to avoid a link with NLSOUND #include "nel/3d/particle_system.h" #include "nel/3d/u_ps_sound_interface.h" #include "nel/3d/u_ps_sound_impl.h" namespace NL3D { void assignSoundServerToPS(UPSSoundServer *soundServer) { CParticleSystem::registerSoundServer(soundServer); } // NL3D /// init the particle system sound with the given AudioMixer void UParticleSystemSound::setPSSound(NLSOUND::UAudioMixer *audioMixer) { static CPSSoundServImpl soundServer; soundServer.init(audioMixer); if (audioMixer) { assignSoundServerToPS(&soundServer); } else { assignSoundServerToPS(NULL); } } void CPSSoundInstanceImpl::release(void) { if (!_Spawned) // remove this source from the audio mixer if it hasn't been spawned { if (_SoundServImpl->getAudioMixer()) { // _SoundServImpl->getAudioMixer()->removeSource(_Source); delete _Source; } } else { if (_Source) // tells this spawned source not to notify us when it ends { _Source->unregisterSpawnCallBack(); } } delete this; } } /* End of particle_system_sound_user.cpp */