BGameSoundDevice: Cleanup.
* Use new-style header comments. * Put globals inside class or make static, instead of exporting unnecessarily.
This commit is contained in:
@@ -4,7 +4,6 @@
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*
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* Authors:
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* Christopher ML Zumwalt May ([email protected])
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*
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*/
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@@ -30,7 +29,7 @@ BGameSound::BGameSound(BGameSoundDevice *device)
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// TODO: device is ignored!
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// NOTE: BeBook documents that BGameSoundDevice must currently always
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// be NULL...
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fDevice = GetDefaultDevice();
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fDevice = BGameSoundDevice::GetDefaultDevice();
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fInitError = fDevice->InitCheck();
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}
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@@ -41,7 +40,7 @@ BGameSound::BGameSound(const BGameSound &other)
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{
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memcpy(&fFormat, &other.fFormat, sizeof(gs_audio_format));
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// TODO: device from other is ignored!
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fDevice = GetDefaultDevice();
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fDevice = BGameSoundDevice::GetDefaultDevice();
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fInitError = fDevice->InitCheck();
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}
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@@ -52,7 +51,7 @@ BGameSound::~BGameSound()
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if (fSound >= 0)
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fDevice->ReleaseBuffer(fSound);
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ReleaseDevice();
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BGameSoundDevice::ReleaseDevice();
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}
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@@ -1,31 +1,17 @@
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//------------------------------------------------------------------------------
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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: BGameSoundDevice.cpp
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// Author: Christopher ML Zumwalt May ([email protected])
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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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/*
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* Copyright 2001-2002, Haiku. All rights reserved.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* Stefano Ceccherini ([email protected])
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* Adrien Destugues (pulkomandy)
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* Jérôme Duval (korli)
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* Christopher ML Zumwalt May ([email protected])
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*/
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// Description: Manages the game producer. The class may change without
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// notice and was only intended for use by the GameKit at
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// this time. Use at your own risk.
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#include "GameSoundDevice.h"
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@@ -42,13 +28,10 @@
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#include <TimeSource.h>
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#include "GameSoundBuffer.h"
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#include "GameProducer.h"
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#include "GSUtility.h"
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// BGameSoundDevice definitions ------------------------------------
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const int32 kInitSoundCount = 32;
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const int32 kGrowth = 16;
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static const int32 kInitSoundCount = 32;
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static const int32 kGrowth = 16;
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static int32 sDeviceCount = 0;
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static BGameSoundDevice* sDevice = NULL;
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@@ -56,7 +39,7 @@ static BLocker sDeviceRefCountLock("GameSound device lock");
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BGameSoundDevice*
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GetDefaultDevice()
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BGameSoundDevice::GetDefaultDevice()
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{
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BAutolock _(sDeviceRefCountLock);
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@@ -69,7 +52,7 @@ GetDefaultDevice()
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void
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ReleaseDevice()
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BGameSoundDevice::ReleaseDevice()
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{
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BAutolock _(sDeviceRefCountLock);
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@@ -82,7 +65,6 @@ ReleaseDevice()
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}
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// BGameSoundDevice -------------------------------------------------------
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BGameSoundDevice::BGameSoundDevice()
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:
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fIsConnected(false),
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@@ -1,34 +1,11 @@
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//------------------------------------------------------------------------------
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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 ([email protected])
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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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/*
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* Copyright 2001-2002, Haiku. All rights reserved.
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* Distributed under the terms of the MIT License.
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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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@@ -36,7 +13,12 @@ class BMediaNode;
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class GameSoundBuffer;
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struct Connection;
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class BGameSoundDevice {
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class BGameSoundDevice {
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public:
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static BGameSoundDevice* GetDefaultDevice();
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static void ReleaseDevice();
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public:
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BGameSoundDevice();
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virtual ~BGameSoundDevice();
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@@ -87,7 +69,5 @@ private:
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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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