It is accomplished ...
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@10 a95241bf-73f2-0310-859d-f6bbb57e9c96
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/*****************************************************************************/
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// SimpleGameSound.h
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//
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// This is "a class for sound effects that are short, and consist of
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// non-changing samples in memory."
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//
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//
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// Copyright (c) 2001 OpenBeOS Project
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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
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// in 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
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// OR 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
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// THE 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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#ifndef GAME_KIT_SIMPLE_GAME_SOUND
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#define GAME_KIT_SIMPLE_GAME_SOUND
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#include <GameSound.h>
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class BSimpleGameSound : public BGameSound
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{
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public:
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BSimpleGameSound( const entry_ref* pInFile,
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BGameSoundDevice* pDevice = NULL );
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BSimpleGameSound( const char* pInFile,
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BGameSoundDevice* pDevice = NULL );
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BSimpleGameSound( const void* pInData,
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size_t inFrameCount, const gs_audio_format* pFormat,
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BGameSoundDevice* pDevice = NULL );
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BSimpleGameSound( const BSimpleGameSound& other );
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virtual ~BSimpleGameSound();
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virtual BGameSound* Clone() const;
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virtual status_t Perform( int32 selector, void* pData );
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status_t SetIsLooping( bool looping );
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bool IsLooping() const;
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private:
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// Leave these declarations private unless you plan on actually
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// implementing and using them.
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BSimpleGameSound();
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BSimpleGameSound& operator=( const BSimpleGameSound& );
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};
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#endif
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