Add BFileGameSound class documentation
This commit is contained in:
parent
ff3409e005
commit
05c71c9699
127
docs/user/game/FileGameSound.dox
Normal file
127
docs/user/game/FileGameSound.dox
Normal file
@ -0,0 +1,127 @@
|
||||
/*
|
||||
* Copyright 2012 Haiku, Inc. All rights reserved.
|
||||
* Distributed under the terms of the MIT License.
|
||||
*
|
||||
* Authors:
|
||||
* John Scipione, jscipione@gmail.com
|
||||
*
|
||||
* Corresponds to:
|
||||
* src/kits/game/FileGameSound.cpp hrev45076
|
||||
* src/kits/game/FileGameSound.h hrev45076
|
||||
*/
|
||||
|
||||
|
||||
/*!
|
||||
\file FileGameSound.h
|
||||
\brief Provides the FileGameSound class.
|
||||
*/
|
||||
|
||||
|
||||
/*!
|
||||
\class BFileGameSound
|
||||
\ingroup game
|
||||
\ingroup libbe
|
||||
\brief Provides the ability to playback audio from a sound file on disk.
|
||||
*/
|
||||
|
||||
|
||||
/*!
|
||||
\fn BFileGameSound::BFileGameSound(const entry_ref *file, bool looping,
|
||||
BGameSoundDevice *device)
|
||||
\brief Creates and initializes a BFileGameSound object from an
|
||||
\c entry_ref allowing you to play the specified sound file.
|
||||
|
||||
If \a looping is \c true, the sound automatically replays from the
|
||||
beginning once the end is reached. This is useful for playing
|
||||
background music in a loop.
|
||||
|
||||
You can specify the sound devise to use by setting the \a device
|
||||
parameter. Setting \a device to \c NULL uses the default sound device.
|
||||
|
||||
\param file The entry ref pointing to the sound file on disk.
|
||||
\param looping Whether or not to repeat the sound in a loop.
|
||||
\param device The sound device to use to play the sound, use \c NULL for
|
||||
default.
|
||||
*/
|
||||
|
||||
|
||||
/*!
|
||||
\fn BFileGameSound::BFileGameSound(const char *file, bool looping,
|
||||
BGameSoundDevice *device)
|
||||
\brief Creates and initializes a BFileGameSound object from a file path
|
||||
allowing you to play the specified sound file.
|
||||
|
||||
If \a looping is \c true, the sound automatically replays from the
|
||||
beginning once the end is reached. This is useful for playing
|
||||
background music in a loop.
|
||||
|
||||
You can specify the sound devise to use by setting the \a device
|
||||
parameter. Setting \a device to \c NULL uses the default sound device.
|
||||
|
||||
\param file The path of the sound file on disk.
|
||||
\param looping Whether or not to repeat the sound in a loop.
|
||||
\param device The sound device to use to play the sound, use \c NULL for
|
||||
default.
|
||||
*/
|
||||
|
||||
|
||||
/*!
|
||||
\fn BFileGameSound::~BFileGameSound()
|
||||
\brief Destroys the BFileGameSound object.
|
||||
*/
|
||||
|
||||
|
||||
/*!
|
||||
\fn BGameSound* BFileGameSound::Clone() const
|
||||
\brief Not implemented, always returns \c NULL.
|
||||
*/
|
||||
|
||||
|
||||
/*!
|
||||
\fn status_t BFileGameSound::StartPlaying()
|
||||
\brief Plays the sound file.
|
||||
|
||||
\returns A status code, \c B_OK on success or an error code on error.
|
||||
*/
|
||||
|
||||
|
||||
/*!
|
||||
\fn status_t BFileGameSound::StopPlaying()
|
||||
\brief Stops playback of the sound file.
|
||||
|
||||
\returns A status code, \c B_OK on success or an error code on error.
|
||||
*/
|
||||
|
||||
|
||||
/*!
|
||||
\fn status_t BFileGameSound::Preload()
|
||||
\brief Preload the sound file into memory so that playback won't be delayed.
|
||||
|
||||
\returns A status code, \c B_OK on success or an error code if we were
|
||||
unable to communicate with the sound port.
|
||||
*/
|
||||
|
||||
|
||||
/*!
|
||||
\fn void BFileGameSound::FillBuffer(void *inBuffer, size_t inByteCount)
|
||||
\brief Fill a buffer with sound data.
|
||||
|
||||
\param inBuffer The buffer to fill.
|
||||
\param inByteCount The number of bytes to fill buffer with.
|
||||
*/
|
||||
|
||||
|
||||
/*!
|
||||
\fn status_t BFileGameSound::SetPaused(bool isPaused, bigtime_t rampTime)
|
||||
\brief Pauses playback if \a isPaused is \c true or resumes play if
|
||||
\a isPaused is \c false.
|
||||
|
||||
\param isPaused \c true to pause playback, \c false to resume playback.
|
||||
\param rampTime Determines how long the change in playback state should
|
||||
take to complete in microseconds. Set to 0 for an instantaneous
|
||||
change.
|
||||
|
||||
\returns A status code indicating the current playback status.
|
||||
\retval B_OK The operating was successful.
|
||||
\retval EALREADY Already in the requested playback state.
|
||||
*/
|
Loading…
Reference in New Issue
Block a user