#include "AmbienceStruct.h" #include #include ////////////////////////////////////////////////////////////////////////////// // tString::tString() : m_pString( NULL ) { } tString::tString( const char * szString ) { m_pString = new char[ strlen( szString ) + 1 ]; strcpy( m_pString, szString ); } tString::tString( const tString & rhs ) : m_pString( NULL ) { this->operator=( rhs.m_pString ); } tString::~tString() { delete m_pString; } tString & tString::operator=( const tString & rhs ) { delete m_pString; if( rhs.m_pString == NULL ) { m_pString = NULL; } else { m_pString = new char[ strlen( rhs.m_pString ) + 1 ]; strcpy( m_pString, rhs.m_pString ); } return *this; } unsigned int tString::size() { if( m_pString ) return strlen( m_pString ); else return 0; } ////////////////////////////////////////////////////////////////////////////// // SSoundAsset::SSoundAsset() : m_eTrigger( T_IN_OUT ) , m_iSndBufIndex( -1 ) , m_b3DSound( true ) , m_Name( "À̸§ ¾øÀ½" ) , m_pWaveFileList( new WAVEFILELIST ) {} SSoundAsset::SSoundAsset( const SSoundAsset & rhs ) : m_eTrigger( rhs.m_eTrigger ) , m_iSndBufIndex( rhs.m_iSndBufIndex ) , m_b3DSound( rhs.m_b3DSound ) , m_Name( rhs.m_Name ) , m_pWaveFileList( new WAVEFILELIST( *rhs.m_pWaveFileList ) ) { } SSoundAsset::~SSoundAsset() { delete m_pWaveFileList; } SSoundAsset & SSoundAsset::operator =( const SSoundAsset & rhs ) { m_eTrigger = rhs.m_eTrigger; m_iSndBufIndex = rhs.m_iSndBufIndex; m_b3DSound = rhs.m_b3DSound; m_Name = rhs.m_Name; if( m_pWaveFileList ) *m_pWaveFileList = *rhs.m_pWaveFileList; else m_pWaveFileList = new WAVEFILELIST( *rhs.m_pWaveFileList ); return *this; } ////////////////////////////////////////////////////////////////////////////// // SAmbience::SAmbience() : m_SoundAssetID( 0 ) , m_fPosX( 0.0f ) , m_fPosY( 0.0f ) , m_fPosZ( 0.0f ) , m_fMinDistance( 0.0f ) , m_fMaxDistance( 0.0f ) , iSoundBufferIndex( -1 ) , lObjectSceneID( 0 ) {} //////////////////////////////////////////////////////////////////////////////