/*****************************************************************************/ // SimpleGameSound.h // // This is "a class for sound effects that are short, and consist of // non-changing samples in memory." // // // Copyright (c) 2001 OpenBeOS Project // // 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. /*****************************************************************************/ #ifndef GAME_KIT_SIMPLE_GAME_SOUND #define GAME_KIT_SIMPLE_GAME_SOUND #include class BSimpleGameSound : public BGameSound { public: BSimpleGameSound( const entry_ref* pInFile, BGameSoundDevice* pDevice = NULL ); BSimpleGameSound( const char* pInFile, BGameSoundDevice* pDevice = NULL ); BSimpleGameSound( const void* pInData, size_t inFrameCount, const gs_audio_format* pFormat, BGameSoundDevice* pDevice = NULL ); BSimpleGameSound( const BSimpleGameSound& other ); virtual ~BSimpleGameSound(); virtual BGameSound* Clone() const; virtual status_t Perform( int32 selector, void* pData ); status_t SetIsLooping( bool looping ); bool IsLooping() const; private: // Leave these declarations private unless you plan on actually // implementing and using them. BSimpleGameSound(); BSimpleGameSound& operator=( const BSimpleGameSound& ); }; #endif