// 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 "stdsound.h" #include "nel/sound/stream_sound.h" namespace NLSOUND { CStreamSound::CStreamSound() { } CStreamSound::~CStreamSound() { } void CStreamSound::importForm(const std::string &filename, NLGEORGES::UFormElm &root) { NLGEORGES::UFormElm *psoundType; std::string dfnName; // some basic checking. root.getNodeByName(&psoundType, ".SoundType"); nlassert(psoundType != NULL); psoundType->getDfnName(dfnName); nlassert(dfnName == "stream_sound.dfn"); // Call the base class CSound::importForm(filename, root); // MaxDistance root.getValueByName(_MaxDist, ".SoundType.MaxDistance"); // MinDistance root.getValueByName(_MinDist, ".SoundType.MinDistance"); // Alpha root.getValueByName(m_Alpha, ".SoundType.Alpha"); } void CStreamSound::serial(NLMISC::IStream &s) { CSound::serial(s); s.serial(_MinDist); s.serial(m_Alpha); } } /* namespace NLSOUND */ /* end of file */