20 #ifndef SND_SECTOR_MNGR_H    21 #define SND_SECTOR_MNGR_H    46 struct iObjectRegistry;
   113         return isCombatMusicOn;
   187     void SetEntityState(
int state, iMeshWrapper* mesh, 
const char* meshName, 
bool forceChange);
   216     iObjectRegistry* objectReg;        
   223     bool isCombatMusicOn;              
   228     bool areSectorsLoaded;             
   231     csArray<psSoundSector*> sectors;   
 bool IsLoopBGMOn() const 
Checks if the background music loop is allowed. 
 
bool Initialize(iObjectRegistry *objectReg)
Load all sound sectors defined in XML files stored in the areas folder. 
 
void UpdateObjectEntity(iMeshWrapper *mesh, const char *meshName)
Updates an object entity managed from the current sector. 
 
void SetWeather(int newWeather)
Sets the current weather. 
 
Interface to implement to handle SoundControl's events. 
 
SoundSectorManager()
Constructor. 
 
void SetTimeOfDay(int newTimeOfDay)
Sets the current time of the day. 
 
work in progress - Looks like a mishap. 
 
bool SetActiveSector(const char *sectorName)
Sets the current active sector to the one with the given name and deactivate the previous one (if any...
 
psSoundSector * GetCommonSector()
Gets the common sector. 
 
void RemoveObjectEntity(iMeshWrapper *mesh, const char *meshName)
Removes an object entity managed from the current sector. 
 
bool ReloadSectors()
Reload all sound sectors from XML definition. 
 
void SetEntityState(int state, iMeshWrapper *mesh, const char *meshName, bool forceChange)
Sets the new state for the entity associated to the given mesh. 
 
This class handles every sound defined in a sector. 
 
virtual void OnSoundChange(SoundControl *sndCtrl)
This function is called everytime the volume or the toggle change. 
 
A Volume and Sound control class. 
 
int GetTimeOfDay() const 
Gets the time of the day. 
 
virtual ~SoundSectorManager()
Destructor. 
 
void SetCombatMusicToggle(bool toggle)
Toggles the combat music. 
 
void Update()
Update the active sector. 
 
void UnloadSectors()
Unload all sound sectors. 
 
bool IsCombatMusicOn() const 
Checks if the combat music is activated. 
 
void AddObjectEntity(iMeshWrapper *mesh, const char *meshName)
Adds an object entity to be managed from the current sector. 
 
void SetCombatStance(int newCombatStance)
Sets the current combat stance. 
 
void SetLoopBGMToggle(bool toggle)
Toggles the background music. 
 
int GetCombatStance() const 
Gets the current combat stance.