// 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 */