Game Kit: rewrite GameSound and GameSoundDefs headers
Change-Id: I5efee795a73a9637f34ed8ffa4fbeeda09eb7a88 Reviewed-on: https://review.haiku-os.org/c/haiku/+/2104 Reviewed-by: Adrien Destugues <pulkomandy@gmail.com>
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@ -1,22 +1,17 @@
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/*
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* Copyright 2001-2002, Haiku Inc. All Rights Reserved.
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* Copyright 2020, Haiku, Inc. All Rights Reserved.
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* Distributed under the terms of the MIT License.
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*
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* Author:
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* Christopher ML Zumwalt May (zummy@users.sf.net)
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*/
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#ifndef _GAMESOUND_H
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#define _GAMESOUND_H
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#include <GameSoundDefs.h>
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#include <new>
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class BGameSoundDevice;
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class BGameSound {
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public:
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BGameSound(BGameSoundDevice* device = NULL);
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@ -25,22 +20,16 @@ public:
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virtual BGameSound* Clone() const = 0;
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status_t InitCheck() const;
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// BGameSound attributes
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BGameSoundDevice* Device() const;
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gs_id ID() const;
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const gs_audio_format& Format() const;
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// only valid after Init()
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const gs_audio_format& Format() const;
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// Playing sounds
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virtual status_t StartPlaying();
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virtual bool IsPlaying();
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virtual status_t StopPlaying();
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// Modifing the playback
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status_t SetGain(float gain, bigtime_t duration = 0);
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// ramp duration in seconds
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status_t SetPan(float pan, bigtime_t duration = 0);
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// ramp duration in seconds
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float Gain();
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float Pan();
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@ -54,14 +43,14 @@ public:
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void* operator new(size_t size,
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const std::nothrow_t&) throw();
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void operator delete(void* ptr);
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void operator delete(void* ptr,
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void operator delete(void* ptr,
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const std::nothrow_t&) throw();
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static status_t SetMemoryPoolSize(size_t poolSize);
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static status_t LockMemoryPool(bool lockInCore);
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static int32 SetMaxSoundCount(int32 maxCount);
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virtual status_t Perform(int32 selector, void* data);
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virtual status_t Perform(int32 selector, void* data);
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protected:
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status_t SetInitError(status_t initError);
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@ -72,7 +61,6 @@ protected:
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private:
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BGameSound();
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// not implemented
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virtual status_t _Reserved_BGameSound_0(int32 arg, ...);
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virtual status_t _Reserved_BGameSound_1(int32 arg, ...);
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@ -126,12 +114,12 @@ private:
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private:
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BGameSoundDevice* fDevice;
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status_t fInitError;
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gs_audio_format fFormat;
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gs_audio_format fFormat;
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gs_id fSound;
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uint32 _reserved[16];
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};
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#endif // _GAME_SOUND_H
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#endif
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@ -1,9 +1,6 @@
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/*
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* Copyright 2001-2002, Haiku Inc. All Rights Reserved.
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* Copyright 2020, Haiku, Inc. All Rights Reserved.
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* Distributed under the terms of the MIT License.
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*
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* Author:
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* Christopher ML Zumwalt May (zummy@users.sf.net)
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*/
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#ifndef _GAME_SOUND_DEFS_H
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#define _GAME_SOUND_DEFS_H
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@ -16,11 +13,7 @@ typedef int32 gs_id;
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#define B_GS_CUR_API_VERSION B_BEOS_VERSION
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#define B_GS_MIN_API_VERSION 0x100
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// invalid sound handle
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#define B_GS_INVALID_SOUND ((gs_id)-1)
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// gs_id for the main mix buffer
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#define B_GS_MAIN_SOUND ((gs_id)-2)
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@ -33,52 +26,48 @@ enum {
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};
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struct gs_audio_format {
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// same as media_raw_audio_format
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enum format { // for "format"
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B_GS_U8 = 0x11, // 128 == mid, 1 == bottom, 255 == top
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B_GS_S16 = 0x2, // 0 == mid, -32767 == bottom, +32767 == top
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B_GS_F = 0x24, // 0 == mid, -1.0 == bottom, 1.0 == top
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B_GS_S32 = 0x4 // 0 == mid, 0x80000001 == bottom,
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// 0x7fffffff == top
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struct gs_audio_format {
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enum format {
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B_GS_U8 = 0x11,
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B_GS_S16 = 0x2,
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B_GS_F = 0x24,
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B_GS_S32 = 0x4
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};
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float frame_rate;
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uint32 channel_count; // 1 or 2, mostly
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uint32 format; // for compressed formats, go to
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// media_encoded_audio_format
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uint32 byte_order; // 2 for little endian, 1 for big endian
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size_t buffer_size; // size of each buffer -- NOT GUARANTEED
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float frame_rate;
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uint32 channel_count;
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uint32 format;
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uint32 byte_order;
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size_t buffer_size;
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};
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enum gs_attributes {
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B_GS_NO_ATTRIBUTE = 0, // when there is no attribute
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B_GS_MAIN_GAIN = 1, // 0 == 0 dB, -6.0 == -6 dB (gs_id ignored)
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B_GS_CD_THROUGH_GAIN, // 0 == 0 dB, -12.0 == -12 dB (gs_id ignored)
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// but which CD?
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B_GS_GAIN = 128, // 0 == 0 dB, -1.0 == -1 dB, +10.0 == +10 dB
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B_GS_PAN, // 0 == middle, -1.0 == left, +1.0 == right
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B_GS_SAMPLING_RATE, // 44100.0 == 44.1 kHz
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B_GS_LOOPING, // 0 == no
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B_GS_NO_ATTRIBUTE = 0,
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B_GS_MAIN_GAIN = 1,
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B_GS_CD_THROUGH_GAIN,
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B_GS_GAIN = 128,
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B_GS_PAN,
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B_GS_SAMPLING_RATE,
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B_GS_LOOPING,
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B_GS_FIRST_PRIVATE_ATTRIBUTE = 90000,
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B_GS_FIRST_USER_ATTRIBUTE = 100000
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};
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struct gs_attribute {
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int32 attribute; // which attribute
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bigtime_t duration; // how long of time to ramp over for the change
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float value; // where the value stops changing
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uint32 flags; // whatever flags are for the attribute
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int32 attribute;
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bigtime_t duration;
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float value;
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uint32 flags;
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};
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struct gs_attribute_info {
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int32 attribute;
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float granularity;
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float minimum;
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float maximum;
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int32 attribute;
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float granularity;
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float minimum;
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float maximum;
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};
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#endif // _GAME_SOUND_DEFS_H
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#endif
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