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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include <stdio.h>
#include "soundsystem/snd_audio_source.h"
#include "soundsystem/isoundsystem.h"
#include "soundsystem.h"
extern CAudioSource *Audio_CreateMemoryWave( const char *pName );
//-----------------------------------------------------------------------------
// Purpose: Simple wrapper to crack naming convention and create the proper wave source
// Input : *pName - WAVE filename
// Output : CAudioSource
//-----------------------------------------------------------------------------
CAudioSource *AudioSource_Create( const char *pName )
{
if ( !pName )
return NULL;
// if ( pName[0] == '!' ) // sentence
;
// Names that begin with "*" are streaming.
// Skip over the * and create a streamed source
if ( pName[0] == '*' )
{
return NULL;
}
// These are loaded into memory directly
return Audio_CreateMemoryWave( pName );
}
CAudioSource::~CAudioSource( void )
{
CAudioMixer *mixer;
while ( 1 )
{
mixer = g_pSoundSystem->FindMixer( this );
if ( !mixer )
break;
g_pSoundSystem->StopSound( mixer );
}
}
CAudioSource::CAudioSource( void )
{
}