/*****************************************************************************/ // FileGameSound.h // // This is "a class that streams data out of a file." // // // 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_FILE_GAME_SOUND #define GAME_KIT_FILE_GAME_SOUND #include class BMediaFile; namespace BPrivate { class BTrackReader; } class BFileGameSound : public BStreamingGameSound { public: BFileGameSound( const entry_ref* pFile, bool looping = true, BGameSoundDevice* pDevice = NULL ); BFileGameSound( const char* pFilename, bool looping = true, BGameSoundDevice* pDevice = NULL ); virtual ~BFileGameSound(); virtual BGameSound* Clone() const; virtual status_t StartPlaying(); virtual status_t StopPlaying(); // Use this if you have stopped and want to start again quickly. status_t Preload(); virtual void FillBuffer( void* pInBuffer, size_t inByteCount ); virtual status_t Perform( int32 selector, void* pData ); virtual status_t SetPaused( bool isPaused, bigtime_t rampTime ); enum { B_NOT_PAUSED, B_PAUSE_IN_PROGRESS, B_PAUSED }; int32 IsPaused(); private: // Leave these declarations private unless you plan on actually // implementing and using them. BFileGameSound(); BFileGameSound( const BFileGameSound& ); BFileGameSound& operator=( const BFileGameSound& ); }; #endif // GAME_KIT_FILE_GAME_SOUND