139 lines
5.3 KiB
C
139 lines
5.3 KiB
C
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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: FileGameSound.h
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// Author: Christopher ML Zumwalt May (zummy@users.sf.net)
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// Description: BFileGameSound is a class that streams data out of a file.
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//------------------------------------------------------------------------------
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#ifndef _PUSHGAMESOUND_H
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#define _PUSHGAMESOUND_H
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// Standard Includes -----------------------------------------------------------
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// System Includes -------------------------------------------------------------
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#include <StreamingGameSound.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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// FileGameSound -------------------------------------------------------------
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class BPushGameSound : public BStreamingGameSound
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{
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public:
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BPushGameSound(size_t inBufferFrameCount,
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const gs_audio_format * format,
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size_t inBufferCount = 2,
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BGameSoundDevice * device = NULL);
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virtual ~BPushGameSound();
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enum lock_status {
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lock_failed = -1, // not yet time to do more
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lock_ok = 0, // do more
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lock_ok_frames_dropped // you may have missed some buffers
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};
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virtual lock_status LockNextPage(void ** out_pagePtr,
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size_t * out_pageSize);
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virtual status_t UnlockPage(void * in_pagePtr);
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virtual lock_status LockForCyclic(void ** out_basePtr,
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size_t * out_size);
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virtual status_t UnlockCyclic();
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virtual size_t CurrentPosition();
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virtual BGameSound * Clone() const;
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virtual status_t Perform(int32 selector, void * data);
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protected:
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BPushGameSound(BGameSoundDevice * device);
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virtual status_t SetParameters(size_t inBufferFrameCount,
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const gs_audio_format * format,
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size_t inBufferCount);
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virtual status_t SetStreamHook(void (*hook)(void * inCookie, void * inBuffer, size_t inByteCount, BStreamingGameSound * me),
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void * cookie);
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virtual void FillBuffer(void * inBuffer,
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size_t inByteCount);
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private:
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/* leave these declarations private unless you plan on actually implementing and using them. */
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BPushGameSound();
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BPushGameSound(const BPushGameSound&);
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BPushGameSound& operator=(const BPushGameSound&);
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bool BytesReady(size_t * bytes);
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sem_id fLock;
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BList * fPageLocked;
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size_t fLockPos;
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size_t fPlayPos;
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char * fBuffer;
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size_t fPageSize;
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int32 fPageCount;
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size_t fBufferSize;
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/* fbc data and virtuals */
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uint32 _reserved_BPushGameSound_[12];
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virtual status_t _Reserved_BPushGameSound_0(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_1(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_2(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_3(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_4(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_5(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_6(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_7(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_8(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_9(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_10(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_11(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_12(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_13(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_14(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_15(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_16(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_17(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_18(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_19(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_20(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_21(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_22(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_23(int32 arg, ...);
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};
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#endif // _PUSH_GAME_SOUND_H
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