These files have been contributed by Christopher ML Zumwalt May

git-svn-id: file:///srv/svn/repos/haiku/trunk/current@1401 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
beveloper
2002-10-06 11:31:21 +00:00
parent 1f428842e5
commit 4703fb5d85
20 changed files with 3452 additions and 434 deletions
+88 -78
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@@ -1,95 +1,105 @@
/*******************************************************************************
/
/ File: FileGameSound.h
/
/ Description: BFileGameSound is a class that streams data out of a file.
/
/ Copyright 1999, Be Incorporated, All Rights Reserved
/
*******************************************************************************/
//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, OpenBeOS
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: FileGameSound.h
// Author: Christopher ML Zumwalt May ([email protected])
// Description: BFileGameSound is a class that streams data out of a file.
//------------------------------------------------------------------------------
#if !defined(_FILE_GAME_SOUND_H)
#define _FILE_GAME_SOUND_H
#ifndef _FILEGAMESOUND_H
#define _FILEGAMESOUND_H
// Standard Includes -----------------------------------------------------------
// System Includes -------------------------------------------------------------
#include <StreamingGameSound.h>
class BMediaFile;
namespace BPrivate {
class BTrackReader;
}
// Project Includes ------------------------------------------------------------
// Local Includes --------------------------------------------------------------
// Local Defines ---------------------------------------------------------------
// Globals ---------------------------------------------------------------------
struct _gs_media_tracker;
struct _gs_ramp;
// FileGameSound -------------------------------------------------------------
class BFileGameSound : public BStreamingGameSound
{
public:
BFileGameSound(
const entry_ref * file,
bool looping = true,
BGameSoundDevice * device = NULL);
BFileGameSound(
const char * file,
bool looping = true,
BGameSoundDevice * device = NULL);
BFileGameSound(const entry_ref * file,
bool looping = true,
BGameSoundDevice * device = NULL);
BFileGameSound(const char * file,
bool looping = true,
BGameSoundDevice * device = NULL);
virtual ~BFileGameSound();
virtual ~BFileGameSound();
virtual BGameSound * Clone() const;
virtual BGameSound * Clone() const;
virtual status_t StartPlaying();
virtual status_t StopPlaying();
status_t Preload(); // if you have stopped and want to start quickly again
virtual status_t StartPlaying();
virtual status_t StopPlaying();
status_t Preload(); // if you have stopped and want to start quickly again
virtual void FillBuffer(
void * inBuffer,
size_t inByteCount);
virtual status_t Perform(int32 selector, void * data);
virtual status_t SetPaused(
bool isPaused,
bigtime_t rampTime);
enum {
B_NOT_PAUSED,
B_PAUSE_IN_PROGRESS,
B_PAUSED
};
int32 IsPaused();
virtual void FillBuffer(void * inBuffer,
size_t inByteCount);
virtual status_t Perform(int32 selector, void * data);
virtual status_t SetPaused(bool isPaused,
bigtime_t rampTime);
enum {
B_NOT_PAUSED,
B_PAUSE_IN_PROGRESS,
B_PAUSED
};
int32 IsPaused();
private:
BMediaFile * _m_soundFile;
BPrivate::BTrackReader * _m_trackReader;
bool _m_looping;
bool _m_stopping;
uchar _m_zero;
uchar _m_reserved_u;
// cruft for read-ahead goes here
thread_id _m_streamThread;
port_id _m_streamPort;
enum {
cmdStartPlaying = 1,
cmdStopPlaying,
cmdUsedBytes,
cmdPreload
};
int32 _m_loopCount;
char * _m_buffer;
size_t _m_bufferSize;
int32 _m_stopCount;
int32 _m_pauseState;
float _m_pauseGain;
float _m_pausePan;
static status_t stream_thread(
void * that);
void LoadFunc();
size_t Load(
size_t & offset,
size_t bytes);
void read_data(
char * dest,
size_t bytes);
_gs_media_tracker * fAudioStream;
bool fStopping;
bool fLooping;
char fReserved;
char * fBuffer;
size_t fFrameSize;
size_t fBufferSize;
size_t fPlayPosition;
thread_id fReadThread;
port_id fPort;
_gs_ramp * fPausing;
bool fPaused;
float fPauseGain;
status_t Init(const entry_ref* file);
static int32 ReadThread(void* arg);
bool Load();
bool Read(void * buffer, size_t bytes);
/* leave these declarations private unless you plan on actually implementing and using them. */
BFileGameSound();
BFileGameSound(const BFileGameSound&);
@@ -97,7 +107,7 @@ static status_t stream_thread(
/* fbc data and virtuals */
uint32 _reserved_BFileGameSound_[8];
uint32 _reserved_BFileGameSound_[9];
status_t _Reserved_BFileGameSound_0(int32 arg, ...); /* SetPaused(bool paused, bigtime_t ramp); */
virtual status_t _Reserved_BFileGameSound_1(int32 arg, ...);
+86 -87
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@@ -1,110 +1,109 @@
/*******************************************************************************
/
/ File: GameGameSound.h
/
/ Description: BGameSound is an abstract base class for all sounds being
/ played using the gamesound kit. Use one of the concrete
/ subclasses for actually playing sound.
/
/ Copyright 1999, Be Incorporated, All Rights Reserved
/
*******************************************************************************/
//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, OpenBeOS
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: GameSound.h
// Author: Christopher ML Zumwalt May ([email protected])
// Description: Base class for play sounds using the game kit
//------------------------------------------------------------------------------
#ifndef _GAMESOUND_H
#define _GAMESOUND_H
#if !defined(_GAME_SOUND_H)
#define _GAME_SOUND_H
// Standard Includes -----------------------------------------------------------
// System Includes -------------------------------------------------------------
#include <GameSoundDefs.h>
#include <new>
struct gs_audio_format;
// Project Includes ------------------------------------------------------------
// Local Includes --------------------------------------------------------------
// Local Defines ---------------------------------------------------------------
// Globals ---------------------------------------------------------------------
class BGameSoundDevice;
namespace BPrivate {
class PrivGameSound;
}
// BGameSound class -------------------------------------------------------------
class BGameSound
{
public:
BGameSound(
BGameSoundDevice * device = NULL);
virtual ~BGameSound();
BGameSound(BGameSoundDevice * device = NULL);
virtual ~BGameSound();
virtual BGameSound * Clone() const = 0;
status_t InitCheck() const;
virtual BGameSound * Clone() const = 0;
status_t InitCheck() const;
// BGameSound attributes
BGameSoundDevice * Device() const;
gs_id ID() const;
const gs_audio_format & Format() const; // only valid after Init()
BGameSoundDevice * Device() const;
gs_id ID() const;
const gs_audio_format &
Format() const; // only valid after Init()
// Playing sounds
virtual status_t StartPlaying();
virtual bool IsPlaying();
virtual status_t StopPlaying();
virtual status_t StartPlaying();
virtual bool IsPlaying();
virtual status_t StopPlaying();
// Modifing the playback
status_t SetGain(float gain,
bigtime_t duration = 0); // ramp duration in seconds
status_t SetPan(float pan,
bigtime_t duration = 0); // ramp duration in seconds
float Gain();
float Pan();
status_t SetGain(
float gain,
bigtime_t duration = 0); // ramp duration in seconds
status_t SetPan(
float pan,
bigtime_t duration = 0); // ramp duration in seconds
float Gain();
float Pan();
virtual status_t SetAttributes(gs_attribute * inAttributes,
size_t inAttributeCount);
virtual status_t GetAttributes(gs_attribute * outAttributes,
size_t inAttributeCount);
virtual status_t SetAttributes(
gs_attribute * inAttributes,
size_t inAttributeCount);
virtual status_t GetAttributes(
gs_attribute * outAttributes,
size_t inAttributeCount);
virtual status_t Perform(int32 selector, void * data);
void * operator new(
size_t size);
void * operator new(
size_t size,
const nothrow_t &) throw();
void operator delete(
void * ptr);
#if !__MWERKS__
// there's a bug in MWCC under R4.1 and earlier
void operator delete(
void * ptr,
const nothrow_t &) throw();
#endif
static status_t SetMemoryPoolSize( // implemented in PrivGameSound.cpp
size_t in_poolSize);
static status_t LockMemoryPool( // implemented in PrivGameSound.cpp
bool in_lockInCore);
static int32 SetMaxSoundCount( // implemented in PrivGameSound.cpp
int32 in_maxCount);
// void * operator new(size_t size);
// void * operator new(size_t size, const nothrow_t &) throw();
// void operator delete(void * ptr);
//#if !__MWERKS__
// there's a bug in MWCC under R4.1 and earlier
// void operator delete(void * ptr,
// const nothrow_t &) throw();
//#endif
static status_t SetMemoryPoolSize(size_t in_poolSize);
static status_t LockMemoryPool(bool in_lockInCore);
static int32 SetMaxSoundCount(int32 in_maxCount);
virtual status_t Perform(int32 selector, void * data);
protected:
status_t SetInitError(
status_t in_initError);
status_t Init(
gs_id handle);
BGameSound(
const BGameSound & other);
BGameSound & operator=(
const BGameSound & other);
status_t SetInitError(status_t in_initError);
status_t Init(gs_id handle);
BGameSound(const BGameSound & other);
BGameSound & operator=(const BGameSound & other);
private:
friend class BPrivate::PrivGameSound;
gs_id _m_handle;
BGameSoundDevice * _m_device;
gs_audio_format
_m_format;
status_t _m_initError;
BGameSoundDevice* fDevice;
status_t fInitError;
gs_audio_format fFormat;
gs_id fSound;
/* leave these declarations private unless you plan on actually implementing and using them. */
BGameSound();
+25 -9
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@@ -1,12 +1,28 @@
/*******************************************************************************
/
/ File: GameSoundDefs.h
/
/ Description: Definitions of common types and constants for the gamesound kit.
/
/ Copyright 1999, Be Incorporated, All Rights Reserved
/
*******************************************************************************/
//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, OpenBeOS
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: GameSound.cpp
// Author: Christopher ML Zumwalt May ([email protected])
// Description: Declerations for game sounds
//------------------------------------------------------------------------------
#if !defined(_GAME_SOUND_DEFS_H)
#define _GAME_SOUND_DEFS_H
+80 -55
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@@ -1,30 +1,54 @@
/*******************************************************************************
/
/ File: PushGameSound.h
/
/ Description: BPushGameSound is a class for games that want to push data
/ at the system, rather than have a callback get called.
/
/ Copyright 1999, Be Incorporated, All Rights Reserved
/
*******************************************************************************/
//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, OpenBeOS
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: FileGameSound.h
// Author: Christopher ML Zumwalt May ([email protected])
// Description: BFileGameSound is a class that streams data out of a file.
//------------------------------------------------------------------------------
#ifndef _PUSHGAMESOUND_H
#define _PUSHGAMESOUND_H
// Standard Includes -----------------------------------------------------------
#if !defined(_PUSH_GAME_SOUND_H)
#define _PUSH_GAME_SOUND_H
// System Includes -------------------------------------------------------------
#include <StreamingGameSound.h>
// Project Includes ------------------------------------------------------------
// Local Includes --------------------------------------------------------------
// Local Defines ---------------------------------------------------------------
// Globals ---------------------------------------------------------------------
// FileGameSound -------------------------------------------------------------
class BPushGameSound : public BStreamingGameSound
{
public:
BPushGameSound(
size_t inBufferFrameCount,
const gs_audio_format * format,
size_t inBufferCount = 2,
BGameSoundDevice * device = NULL);
BPushGameSound(size_t inBufferFrameCount,
const gs_audio_format * format,
size_t inBufferCount = 2,
BGameSoundDevice * device = NULL);
virtual ~BPushGameSound();
virtual ~BPushGameSound();
enum lock_status {
lock_failed = -1, // not yet time to do more
@@ -32,56 +56,57 @@ virtual ~BPushGameSound();
lock_ok_frames_dropped // you may have missed some buffers
};
virtual lock_status LockNextPage(
void ** out_pagePtr,
size_t * out_pageSize);
virtual status_t UnlockPage(
void * in_pagePtr);
virtual lock_status LockNextPage(void ** out_pagePtr,
size_t * out_pageSize);
virtual status_t UnlockPage(void * in_pagePtr);
virtual lock_status LockForCyclic(
void ** out_basePtr,
size_t * out_size);
virtual status_t UnlockCyclic();
virtual size_t CurrentPosition();
virtual lock_status LockForCyclic(void ** out_basePtr,
size_t * out_size);
virtual status_t UnlockCyclic();
virtual size_t CurrentPosition();
virtual BGameSound * Clone() const;
virtual BGameSound * Clone() const;
virtual status_t Perform(int32 selector, void * data);
virtual status_t Perform(int32 selector, void * data);
protected:
BPushGameSound(BGameSoundDevice * device);
virtual status_t SetParameters( // will allocate handle and call Init()
size_t inBufferFrameCount,
const gs_audio_format * format,
size_t inBufferCount);
virtual status_t SetParameters(size_t inBufferFrameCount,
const gs_audio_format * format,
size_t inBufferCount);
virtual status_t SetStreamHook(
void (*hook)(void * inCookie, void * inBuffer, size_t inByteCount, BStreamingGameSound * me),
void * cookie);
virtual void FillBuffer( // default is to call stream hook, if any
void * inBuffer,
size_t inByteCount);
virtual status_t SetStreamHook(void (*hook)(void * inCookie, void * inBuffer, size_t inByteCount, BStreamingGameSound * me),
void * cookie);
virtual void FillBuffer(void * inBuffer,
size_t inByteCount);
private:
/* leave these declarations private unless you plan on actually implementing and using them. */
BPushGameSound();
BPushGameSound(const BPushGameSound&);
BPushGameSound& operator=(const BPushGameSound&);
/* leave these declarations private unless you plan on actually implementing and using them. */
BPushGameSound();
BPushGameSound(const BPushGameSound&);
BPushGameSound& operator=(const BPushGameSound&);
int32 _m_benCount;
sem_id _m_benSem;
char * _m_lockedPtr;
char * _m_playedPtr;
size_t _m_pageSize;
int32 _m_pageCount;
size_t _m_bufSize;
char * _m_buffer;
bool BytesReady(size_t * bytes);
sem_id fLock;
BList * fPageLocked;
size_t fLockPos;
size_t fPlayPos;
char * fBuffer;
size_t fPageSize;
int32 fPageCount;
size_t fBufferSize;
/* fbc data and virtuals */
/* fbc data and virtuals */
uint32 _reserved_BPushGameSound_[12];
uint32 _reserved_BPushGameSound_[12];
virtual status_t _Reserved_BPushGameSound_0(int32 arg, ...);
virtual status_t _Reserved_BPushGameSound_1(int32 arg, ...);
+61 -33
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@@ -1,50 +1,78 @@
/* SimpleGameSound.h */
/*******************************************************************************
/
/ File: SimpleGameSound.h
/
/ Description: BSimpleGameSound is a class for sound effects that are
/ short, and consists of non-changing samples in memory.
/
/ Copyright 1999, Be Incorporated, All Rights Reserved
/
*******************************************************************************/
//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, OpenBeOS
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: SimpleGameSound.h
// Author: Christopher ML Zumwalt May ([email protected])
// Description: BSimpleGameSound is a class for sound effects that are
// short, and consists of non-changing samples in memory.
//------------------------------------------------------------------------------
#if !defined(_SIMPLE_GAME_SOUND_H)
#define _SIMPLE_GAME_SOUND_H
#ifndef _SIMPLEGAMESOUND_H
#define _SIMPLEGAMESOUND_H
// Standard Includes -----------------------------------------------------------
// System Includes -------------------------------------------------------------
#include <GameSoundDefs.h>
#include <GameSound.h>
// Project Includes ------------------------------------------------------------
// Local Includes --------------------------------------------------------------
// Local Defines ---------------------------------------------------------------
// Globals ---------------------------------------------------------------------
// BGameSound class -------------------------------------------------------------
class BSimpleGameSound : public BGameSound
{
public:
BSimpleGameSound(
const entry_ref * inFile,
BGameSoundDevice * device = NULL);
BSimpleGameSound(
const char * inFile,
BGameSoundDevice * device = NULL);
BSimpleGameSound(
const void * inData,
size_t inFrameCount,
const gs_audio_format * format,
BGameSoundDevice * device = NULL);
BSimpleGameSound(const entry_ref * inFile,
BGameSoundDevice * device = NULL);
BSimpleGameSound(const char * inFile,
BGameSoundDevice * device = NULL);
BSimpleGameSound(const void * inData,
size_t inFrameCount,
const gs_audio_format * format,
BGameSoundDevice * device = NULL);
BSimpleGameSound(
const BSimpleGameSound & other);
BSimpleGameSound(const BSimpleGameSound & other);
virtual ~BSimpleGameSound();
virtual ~BSimpleGameSound();
virtual BGameSound * Clone() const;
virtual BGameSound * Clone() const;
virtual status_t Perform(int32 selector, void * data);
virtual status_t Perform(int32 selector, void * data);
status_t SetIsLooping(
bool looping); // whether to go back to beginning
bool IsLooping() const;
status_t SetIsLooping(bool looping);
bool IsLooping() const;
private:
status_t Init(const entry_ref * inFile);
status_t Init(const void* inData,
int64 inFrameCount,
const gs_audio_format* format);
/* leave these declarations private unless you plan on actually implementing and using them. */
BSimpleGameSound();
BSimpleGameSound& operator=(const BSimpleGameSound&);
+63 -43
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@@ -1,67 +1,87 @@
/*******************************************************************************
/
/ File: StreamingGameSound.h
/
/ Description: BStreamingGameSound is a class for all kinds of streaming
/ (data not known beforehand) game sounds.
/
/ Copyright 1999, Be Incorporated, All Rights Reserved
/
*******************************************************************************/
//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, OpenBeOS
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: StreamingGameSound.h
// Author: Christopher ML Zumwalt May ([email protected])
// Description: BStreamingGameSound is a class for all kinds of streaming
// (data not known beforehand) game sounds.
//------------------------------------------------------------------------------
#if !defined(_STREAMING_GAME_SOUND_H)
#define _STREAMING_GAME_SOUND_H
#ifndef _STREAMINGGAMESOUND_H
#define _STREAMINGGAMESOUND_H
// Standard Includes -----------------------------------------------------------
// System Includes -------------------------------------------------------------
#include <SupportDefs.h>
#include <GameSound.h>
#include <Locker.h>
// Project Includes ------------------------------------------------------------
// Local Includes --------------------------------------------------------------
// Local Defines ---------------------------------------------------------------
// Globals ---------------------------------------------------------------------
class BStreamingGameSound : public BGameSound
{
public:
BStreamingGameSound(
size_t inBufferFrameCount,
const gs_audio_format * format,
size_t inBufferCount = 2,
BGameSoundDevice * device = NULL);
BStreamingGameSound(size_t inBufferFrameCount,
const gs_audio_format * format,
size_t inBufferCount = 2,
BGameSoundDevice * device = NULL);
virtual ~BStreamingGameSound();
virtual ~BStreamingGameSound();
virtual BGameSound * Clone() const;
virtual BGameSound * Clone() const;
virtual status_t SetStreamHook(
void (*hook)(void * inCookie, void * inBuffer, size_t inByteCount, BStreamingGameSound * me),
void * cookie);
virtual void FillBuffer( // default is to call stream hook, if any
void * inBuffer,
size_t inByteCount);
virtual status_t SetStreamHook(void (*hook)(void * inCookie, void * inBuffer, size_t inByteCount, BStreamingGameSound * me),
void * cookie);
virtual void FillBuffer(void * inBuffer,
size_t inByteCount);
virtual status_t SetAttributes(
gs_attribute * inAttributes,
size_t inAttributeCount);
virtual status_t SetAttributes(gs_attribute * inAttributes,
size_t inAttributeCount);
virtual status_t Perform(int32 selector, void * data);
virtual status_t Perform(int32 selector, void * data);
protected:
BStreamingGameSound(
BGameSoundDevice * device);
virtual status_t SetParameters( // will allocate handle and call Init()
size_t inBufferFrameCount,
const gs_audio_format * format,
size_t inBufferCount);
bool Lock();
void Unlock();
BStreamingGameSound(BGameSoundDevice * device);
virtual status_t SetParameters(size_t inBufferFrameCount,
const gs_audio_format * format,
size_t inBufferCount);
bool Lock();
void Unlock();
private:
void (*_m_streamHook)(void * cookie, void * buffer, size_t bytes, BStreamingGameSound * sound);
void * _m_streamCookie;
BLocker _m_lock;
static void stream_callback(void * cookie, gs_id handle, void * buffer, int32 offset, int32 size, size_t bufSize);
void (*fStreamHook)(void * cookie, void * buffer, size_t bytes, BStreamingGameSound * sound);
void * fStreamCookie;
BLocker fLock;
/* leave these declarations private unless you plan on actually implementing and using them. */
BStreamingGameSound();