314 lines
6.3 KiB
C++
314 lines
6.3 KiB
C++
//------------------------------------------------------------------------------
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// Copyright (c) 2001-2002, OpenBeOS
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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: StreamingGameSound.cpp
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// Author: Christopher ML Zumwalt May ([email protected])
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// Description: BStreamingGameSound is a class for all kinds of streaming
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// (data not known beforehand) game sounds.
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//------------------------------------------------------------------------------
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// Standard Includes -----------------------------------------------------------
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// System Includes -------------------------------------------------------------
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// Project Includes ------------------------------------------------------------
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#include <GameSoundDevice.h>
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// Local Includes --------------------------------------------------------------
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#include <StreamingGameSound.h>
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// Local Defines ---------------------------------------------------------------
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BStreamingGameSound::BStreamingGameSound(size_t inBufferFrameCount,
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const gs_audio_format *format,
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size_t inBufferCount,
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BGameSoundDevice *device)
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: BGameSound(device),
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fStreamHook(NULL),
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fStreamCookie(NULL)
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{
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if (InitCheck() == B_OK)
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{
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status_t error = SetParameters(inBufferFrameCount, format, inBufferCount);
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SetInitError(error);
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}
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}
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BStreamingGameSound::BStreamingGameSound(BGameSoundDevice *device)
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: BGameSound(device),
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fStreamHook(NULL),
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fStreamCookie(NULL)
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{
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}
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BStreamingGameSound::~BStreamingGameSound()
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{
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}
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BGameSound *
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BStreamingGameSound::Clone() const
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{
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return NULL;
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}
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status_t
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BStreamingGameSound::SetStreamHook(void (*hook)(void * inCookie, void * inBuffer, size_t inByteCount, BStreamingGameSound * me),
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void * cookie)
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{
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fStreamHook = hook;
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fStreamCookie = cookie;
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return B_OK;
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}
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void
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BStreamingGameSound::FillBuffer(void *inBuffer,
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size_t inByteCount)
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{
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if (fStreamHook)
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(fStreamHook)(fStreamCookie, inBuffer, inByteCount, this);
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}
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status_t
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BStreamingGameSound::Perform(int32 selector,
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void *data)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::SetAttributes(gs_attribute * inAttributes,
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size_t inAttributeCount)
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{
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return BGameSound::SetAttributes(inAttributes, inAttributeCount);
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}
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status_t
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BStreamingGameSound::SetParameters(size_t inBufferFrameCount,
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const gs_audio_format *format,
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size_t inBufferCount)
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{
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gs_id sound;
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status_t error = Device()->CreateBuffer(&sound, this, format);
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if (error != B_OK) return error;
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return BGameSound::Init(sound);
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}
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bool
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BStreamingGameSound::Lock()
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{
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return fLock.Lock();
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}
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void
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BStreamingGameSound::Unlock()
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{
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fLock.Unlock();
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}
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/* unimplemented for protection of the user:
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*
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* BStreamingGameSound::BStreamingGameSound()
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* BStreamingGameSound::BStreamingGameSound(const BStreamingGameSound &)
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* BStreamingGameSound &BStreamingGameSound::operator=(const BStreamingGameSound &)
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*/
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_0(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_1(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_2(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_3(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_4(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_5(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_6(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_7(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_8(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_9(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_10(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_11(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_12(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_13(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_14(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_15(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_16(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_17(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_18(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_19(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_20(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_21(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_22(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BStreamingGameSound::_Reserved_BStreamingGameSound_23(int32 arg, ...)
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{
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return B_ERROR;
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}
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