haiku/headers/os/game/GameSoundDefs.h

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//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, OpenBeOS
//
// 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.
//
// File Name: GameSound.cpp
// Author: Christopher ML Zumwalt May (cdzumwalt@dsl-only.net)
// Description: Declarations for game sounds
//------------------------------------------------------------------------------
#if !defined(_GAME_SOUND_DEFS_H)
#define _GAME_SOUND_DEFS_H
#include <SupportDefs.h>
typedef int32 gs_id;
#define B_GS_CUR_API_VERSION B_BEOS_VERSION
#define B_GS_MIN_API_VERSION 0x100
// 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)
enum //fixme renumber to real error messages
{
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 { /* for "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_SOUND_DEFS_H