94 lines
3.1 KiB
C++
94 lines
3.1 KiB
C++
//------------------------------------------------------------------------------
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// Copyright (c) 2001-2002, Haiku
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//
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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//
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// File Name: GameSoundDevice.h
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// Author: Christopher ML Zumwalt May (zummy@users.sf.net)
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// Description: Manages the game producer. The class may change with out
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// notice and was only inteneded for use by the GameKit at
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// this time. Use at your own risk.
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//------------------------------------------------------------------------------
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#ifndef _GAMESOUNDDEVICE_H
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#define _GAMESOUNDDEVICE_H
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#include <GameSoundDefs.h>
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class BMediaNode;
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class GameSoundBuffer;
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struct Connection;
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class BGameSoundDevice {
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public:
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BGameSoundDevice();
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virtual ~BGameSoundDevice();
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status_t InitCheck() const;
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virtual const gs_audio_format & Format() const;
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virtual const gs_audio_format & Format(gs_id sound) const;
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virtual status_t CreateBuffer(gs_id * sound,
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const gs_audio_format * format,
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const void * data,
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int64 frames);
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virtual status_t CreateBuffer(gs_id * sound,
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const void * object,
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const gs_audio_format * format,
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size_t inBufferFrameCount = 0,
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size_t inBufferCount = 0);
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virtual void ReleaseBuffer(gs_id sound);
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virtual status_t Buffer(gs_id sound,
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gs_audio_format * format,
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void *& data);
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virtual bool IsPlaying(gs_id sound);
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virtual status_t StartPlaying(gs_id sound);
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virtual status_t StopPlaying(gs_id sound);
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virtual status_t GetAttributes(gs_id sound,
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gs_attribute * attributes,
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size_t attributeCount);
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virtual status_t SetAttributes(gs_id sound,
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gs_attribute * attributes,
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size_t attributeCount);
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protected:
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void SetInitError(status_t error);
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gs_audio_format fFormat;
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private:
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int32 AllocateSound();
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status_t fInitError;
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bool fIsConnected;
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int32 fSoundCount;
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GameSoundBuffer ** fSounds;
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};
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BGameSoundDevice* GetDefaultDevice();
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void ReleaseDevice();
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#endif
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