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
View File
@@ -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, ...);