void CSoundManager::Play( int ID, bool isLooping, bool isMusic ) { CSGD_XAudio2* pXA = CSGD_XAudio2::GetInstance(); if( ID == -1 ) return; if( isMusic ) { if( pXA->MusicIsSongPlaying(ID) ) pXA->MusicStopSong(ID); pXA->MusicPlaySong(ID,isLooping); } else { if( pXA->SFXIsSoundPlaying(ID) ) pXA->SFXStopSound(ID); pXA->SFXPlaySound(ID, isLooping); } }
void Client::playSpellSFX(SpellType _type) { CSGD_XAudio2* xAudio = CSGD_XAudio2::GetInstance(); switch(_type) { case Spell_Fireball: xAudio->SFXPlaySound(fireballSFX); break; case Spell_Phoenix: xAudio->SFXPlaySound(phoenixSFX); break; case Spell_Diablo: xAudio->SFXPlaySound(diabloSFX); break; case Spell_IceBall: xAudio->SFXPlaySound(iceballSFX); break; case Spell_FrostBite: xAudio->SFXPlaySound(frostbiteSFX); break; case Spell_GlacialSpike: xAudio->SFXPlaySound(glacialSpikeSFX); break; case Spell_LightningBolt: xAudio->SFXPlaySound(lightningBoltSFX); break; case Spell_LightningStrike: xAudio->SFXPlaySound(lightningStrikeSFX); break; case Spell_Valkyrie: xAudio->SFXPlaySound(valkyrieSFX); break; case Spell_Heal: case Spell_SelectedHeal: case Spell_GroupHeal: xAudio->SFXPlaySound(healSFX); break; default : xAudio->SFXPlaySound(aoeFireballSFX); return; } }