/*****************************************************************************/ // GameSoundDefs.h // // "Definitions of common types and constants for the gamesound kit." // // // 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_GAME_SOUND_DEFS #define GAME_KIT_GAME_SOUND_DEFS #include #define B_GS_CUR_API_VERSION B_BEOS_VERSION #define B_GS_MIN_API_VERSION 0x100 typedef int32 gs_id; // Invalid sound handle. #define B_GS_INVALID_SOUND ((gs_id)-1) // gs_id for the main mix buffer. #define B_GS_MAIN_SOUND ((gs_id)-2) // FIXME - renumber to real error messages. enum { B_GS_BAD_HANDLE = -99999, B_GS_NO_SOUNDS, B_GS_NO_HARDWARE, B_GS_ALREADY_COMMITTED, B_GS_READ_ONLY_VALUE }; struct gs_audio_format { // Same as media_raw_audio_format. enum format { B_GS_U8 = 0x11, // 128 == mid, 1 == bottom, 255 == top. B_GS_S16 = 0x2, // 0 == mid, -32767 == bottom, +32767 == top. B_GS_F = 0x24, // 0 == mid, -1.0 == bottom, 1.0 == top. B_GS_S32 = 0x4 // 0 == mid, 0x80000001 == bottom, 0x7fffffff == top. }; float frame_rate; uint32 channel_count; // 1 or 2, mostly. uint32 format; // For compressed formats, go to media_encoded_audio_format. uint32 byte_order; // 2 for little endian, 1 for big endian. size_t buffer_size; // Size of each buffer -- NOT GUARANTEED. }; enum gs_attributes { B_GS_NO_ATTRIBUTE = 0, // When there is no attribute. B_GS_MAIN_GAIN = 1, // 0 == 0 dB, -6.0 == -6 dB (gs_id ignored). B_GS_CD_THROUGH_GAIN, // 0 == 0 dB, -12.0 == -12 dB (gs_id ignored). // But which CD? B_GS_GAIN = 128, // 0 == 0 dB, -1.0 == -1 dB, +10.0 == +10 dB. B_GS_PAN, // 0 == middle, -1.0 == left, +1.0 == right. B_GS_SAMPLING_RATE, // 44100.0 == 44.1 kHz. B_GS_LOOPING, // 0 == no. B_GS_FIRST_PRIVATE_ATTRIBUTE = 90000, B_GS_FIRST_USER_ATTRIBUTE = 100000 }; struct gs_attribute { int32 attribute; // Which attribute. bigtime_t duration; // How long of time to ramp over for the change. float value; // Where the value stops changing. uint32 flags; // Whatever flags are for the attribute. }; struct gs_attribute_info { int32 attribute; float granularity; float minimum; float maximum; }; #endif // GAME_KIT_GAME_SOUND_DEFS