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more general handling
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89
panda/src/audio/audio_sound.I
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89
panda/src/audio/audio_sound.I
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// Filename: audio_sound.I
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// Created by: cary (17Oct00)
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: AudioSound::constructor
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// Access: Protected
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// Description: initialize a new sound
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////////////////////////////////////////////////////////////////////
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INLINE AudioSound::AudioSound(AudioTraits::SoundClass* sound,
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AudioTraits::PlayingClass* state,
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AudioTraits::PlayerClass* player,
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AudioTraits::DeletePlayingFunc* destroy,
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const string& filename) : Namable(filename),
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_sound(sound),
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_state(state),
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_player(player),
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_delstate(destroy) {}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSound::copy constructor
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// Access: Protected
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// Description: copy a sound, but we don't really want to allow this
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////////////////////////////////////////////////////////////////////
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INLINE AudioSound::AudioSound(const AudioSound& c) : Namable(c.get_name()),
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_sound(c._sound),
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_state(c._state),
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_player(c._player),
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_delstate(c._delstate) {}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSound::assignment operator
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// Access: Protected
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// Description: copy a sound, but we don't really want to allow this
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////////////////////////////////////////////////////////////////////
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INLINE AudioSound& AudioSound::operator=(const AudioSound& c) {
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this->set_name(c.get_name());
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this->_sound = c._sound;
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this->_state = c._state;
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this->_player = c._player;
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this->_delstate = c._delstate;
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return *this;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSound::get_player
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// Access: Protected
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// Description: return the player for this sound
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////////////////////////////////////////////////////////////////////
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INLINE AudioTraits::PlayerClass* AudioSound::get_player(void) const {
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return _player;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSound::get_sound
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// Access: Protected
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// Description: return the trait sound class for this sound
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////////////////////////////////////////////////////////////////////
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INLINE AudioTraits::SoundClass* AudioSound::get_sound(void) const {
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return _sound;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSound::get_state
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// Access: Protected
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// Description: return the trait playing class for this sound
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////////////////////////////////////////////////////////////////////
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INLINE AudioTraits::PlayingClass* AudioSound::get_state(void) const {
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return _state;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSound::equality operator
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// Access: Public
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// Description: test to see if two sounds are the same
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////////////////////////////////////////////////////////////////////
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INLINE bool AudioSound::operator==(const AudioSound& c) const {
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return ((_sound == c._sound) && (_state == c._state));
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSound::inequality operator
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// Access: Public
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// Description: test to see if two sounds are not the same
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////////////////////////////////////////////////////////////////////
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INLINE bool AudioSound::operator!=(const AudioSound& c) const {
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return ((_sound != c._sound) || (_state != c._state));
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}
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