// manages everything we need to know for an individual sound sample
-class SimpleSound {
+class SGSimpleSound {
private:
public:
- SimpleSound( const char *path, const char *file = NULL );
- SimpleSound( unsigned char *buffer, int len );
- ~SimpleSound();
+ SGSimpleSound( const char *path, const char *file = NULL );
+ SGSimpleSound( unsigned char *buffer, int len );
+ ~SGSimpleSound();
void play( slScheduler *sched, bool looped );
void stop( slScheduler *sched, bool quick = true );
typedef sample_map::iterator sample_map_iterator;
typedef sample_map::const_iterator const_sample_map_iterator;
-
-typedef map < string, SimpleSound * > sound_map;
+typedef map < string, SGSimpleSound * > sound_map;
typedef sound_map::iterator sound_map_iterator;
typedef sound_map::const_iterator const_sound_map_iterator;
-class SoundMgr
+class SGSoundMgr
{
slScheduler *audio_sched;
public:
- SoundMgr();
- ~SoundMgr();
+ SGSoundMgr();
+ ~SGSoundMgr();
/**
inline void reinit() { init(); }
// add a sound effect, return true if successful
- bool add( SimpleSound *sound, const string& refname);
+ bool add( SGSimpleSound *sound, const string& refname);
// add a sound file, return the sample if successful, else return NULL
- SimpleSound *add( const string& refname,
+ SGSimpleSound *add( const string& refname,
const char *path, const char *file = NULL );
// remove a sound effect, return true if successful
// return true of the specified sound exists in the sound manager system
bool exists( const string& refname );
- // return a pointer to the SimpleSound if the specified sound
+ // return a pointer to the SGSimpleSound if the specified sound
// exists in the sound manager system, otherwise return NULL
- SimpleSound *find( const string& refname );
+ SGSimpleSound *find( const string& refname );
// tell the scheduler to play the indexed sample in a continuous
// loop