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//------------------------------------------------------------------------------
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// Copyright (c) 2001-2002, OpenBeOS
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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 in
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// 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 OR
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// 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 THE
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// 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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// File Name: SimpleGameSound.h
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// Author: Christopher ML Zumwalt May (zummy@users.sf.net)
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// Description: BSimpleGameSound is a class for sound effects that are
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// short, and consists of non-changing samples in memory.
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//------------------------------------------------------------------------------
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2002-08-11 02:38:37 +04:00
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2002-10-06 15:31:21 +04:00
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#ifndef _SIMPLEGAMESOUND_H
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#define _SIMPLEGAMESOUND_H
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// Standard Includes -----------------------------------------------------------
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// System Includes -------------------------------------------------------------
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#include <GameSoundDefs.h>
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#include <GameSound.h>
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// Project Includes ------------------------------------------------------------
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// Local Includes --------------------------------------------------------------
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// Local Defines ---------------------------------------------------------------
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// Globals ---------------------------------------------------------------------
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// BGameSound class -------------------------------------------------------------
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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 * inFile,
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BGameSoundDevice * device = NULL);
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BSimpleGameSound(const char * inFile,
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BGameSoundDevice * device = NULL);
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BSimpleGameSound(const void * inData,
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size_t inFrameCount,
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const gs_audio_format * format,
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BGameSoundDevice * device = 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 * data);
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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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status_t Init(const entry_ref * inFile);
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status_t Init(const void* inData,
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int64 inFrameCount,
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const gs_audio_format* format);
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/* leave these declarations private unless you plan on actually implementing and using them. */
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BSimpleGameSound();
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BSimpleGameSound& operator=(const BSimpleGameSound&);
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/* fbc data and virtuals */
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uint32 _reserved_BSimpleGameSound_[12];
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virtual status_t _Reserved_BSimpleGameSound_0(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_1(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_2(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_3(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_4(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_5(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_6(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_7(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_8(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_9(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_10(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_11(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_12(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_13(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_14(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_15(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_16(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_17(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_18(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_19(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_20(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_21(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_22(int32 arg, ...);
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virtual status_t _Reserved_BSimpleGameSound_23(int32 arg, ...);
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};
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#endif // _SIMPLE_GAME_SOUND_H
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