historical/toontown-classic.git/panda/include/audioLoadRequest.I
2024-01-16 11:20:27 -06:00

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file audioLoadRequest.I
* @author drose
* @date 2006-08-29
*/
/**
* Create a new AudioLoadRequest, and add it to the loader via load_async(),
* to begin an asynchronous load.
*/
INLINE AudioLoadRequest::
AudioLoadRequest(AudioManager *audio_manager, const std::string &filename,
bool positional) :
_audio_manager(audio_manager),
_filename(filename),
_positional(positional)
{
}
/**
* Returns the AudioManager that will serve this asynchronous
* AudioLoadRequest.
*/
INLINE AudioManager *AudioLoadRequest::
get_audio_manager() const {
return _audio_manager;
}
/**
* Returns the filename associated with this asynchronous AudioLoadRequest.
*/
INLINE const std::string &AudioLoadRequest::
get_filename() const {
return _filename;
}
/**
* Returns the positional flag associated with this asynchronous
* AudioLoadRequest.
*/
INLINE bool AudioLoadRequest::
get_positional() const {
return _positional;
}
/**
* Returns true if this request has completed, false if it is still pending.
* When this returns true, you may retrieve the sound loaded by calling
* get_sound().
* Equivalent to `req.done() and not req.cancelled()`.
* @see done()
*/
INLINE bool AudioLoadRequest::
is_ready() const {
return (FutureState)AtomicAdjust::get(_future_state) == FS_finished;
}
/**
* Returns the sound that was loaded asynchronously, if any, or nullptr if
* there was an error. It is an error to call this unless done() returns
* true.
* @deprecated Use result() instead.
*/
INLINE AudioSound *AudioLoadRequest::
get_sound() const {
nassertr_always(done(), nullptr);
return (AudioSound *)_result;
}