haiku/headers/os/game/FileGameSound.h

126 lines
4.6 KiB
C
Raw Normal View History

//------------------------------------------------------------------------------
// 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: FileGameSound.h
// Author: Christopher ML Zumwalt May (zummy@users.sf.net)
// Description: BFileGameSound is a class that streams data out of a file.
//------------------------------------------------------------------------------
#ifndef _FILEGAMESOUND_H
#define _FILEGAMESOUND_H
#include <StreamingGameSound.h>
struct entry_ref;
struct _gs_media_tracker;
struct _gs_ramp;
class BFileGameSound : public BStreamingGameSound {
public:
BFileGameSound(const entry_ref * file,
bool looping = true,
BGameSoundDevice * device = NULL);
BFileGameSound(const char * file,
bool looping = true,
BGameSoundDevice * device = NULL);
virtual ~BFileGameSound();
virtual BGameSound * Clone() const;
virtual status_t StartPlaying();
virtual status_t StopPlaying();
status_t Preload(); // if you have stopped and want to start quickly again
virtual void FillBuffer(void * inBuffer,
size_t inByteCount);
virtual status_t Perform(int32 selector, void * data);
virtual status_t SetPaused(bool isPaused,
bigtime_t rampTime);
enum {
B_NOT_PAUSED,
B_PAUSE_IN_PROGRESS,
B_PAUSED
};
int32 IsPaused();
private:
_gs_media_tracker * fAudioStream;
bool fStopping;
bool fLooping;
char fReserved;
char * fBuffer;
size_t fFrameSize;
size_t fBufferSize;
size_t fPlayPosition;
thread_id fReadThread;
port_id fPort;
_gs_ramp * fPausing;
bool fPaused;
float fPauseGain;
status_t Init(const entry_ref* file);
bool Load();
bool Read(void * buffer, size_t bytes);
/* leave these declarations private unless you plan on actually implementing and using them. */
BFileGameSound();
BFileGameSound(const BFileGameSound&);
BFileGameSound& operator=(const BFileGameSound&);
/* fbc data and virtuals */
uint32 _reserved_BFileGameSound_[9];
status_t _Reserved_BFileGameSound_0(int32 arg, ...); /* SetPaused(bool paused, bigtime_t ramp); */
virtual status_t _Reserved_BFileGameSound_1(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_2(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_3(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_4(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_5(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_6(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_7(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_8(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_9(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_10(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_11(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_12(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_13(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_14(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_15(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_16(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_17(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_18(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_19(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_20(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_21(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_22(int32 arg, ...);
virtual status_t _Reserved_BFileGameSound_23(int32 arg, ...);
};
#endif // _FILEGAMESOUND_H