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
+86 -87
View File
@@ -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();