//------------------------------------------------------------------------------ // 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: SimpleGameSound.h // Author: Christopher ML Zumwalt May (zummy@users.sf.net) // Description: BSimpleGameSound is a class for sound effects that are // short, and consists of non-changing samples in memory. //------------------------------------------------------------------------------ #ifndef _SIMPLEGAMESOUND_H #define _SIMPLEGAMESOUND_H // Standard Includes ----------------------------------------------------------- // System Includes ------------------------------------------------------------- #include #include // Project Includes ------------------------------------------------------------ // Local Includes -------------------------------------------------------------- // Local Defines --------------------------------------------------------------- // Globals --------------------------------------------------------------------- // BGameSound class ------------------------------------------------------------- class BSimpleGameSound : public BGameSound { public: BSimpleGameSound(const entry_ref * inFile, BGameSoundDevice * device = NULL); BSimpleGameSound(const char * inFile, BGameSoundDevice * device = NULL); BSimpleGameSound(const void * inData, size_t inFrameCount, const gs_audio_format * format, BGameSoundDevice * device = NULL); BSimpleGameSound(const BSimpleGameSound & other); virtual ~BSimpleGameSound(); virtual BGameSound * Clone() const; virtual status_t Perform(int32 selector, void * data); status_t SetIsLooping(bool looping); bool IsLooping() const; private: status_t Init(const entry_ref * inFile); status_t Init(const void* inData, int64 inFrameCount, const gs_audio_format* format); /* leave these declarations private unless you plan on actually implementing and using them. */ BSimpleGameSound(); BSimpleGameSound& operator=(const BSimpleGameSound&); /* fbc data and virtuals */ uint32 _reserved_BSimpleGameSound_[12]; virtual status_t _Reserved_BSimpleGameSound_0(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_1(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_2(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_3(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_4(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_5(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_6(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_7(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_8(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_9(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_10(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_11(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_12(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_13(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_14(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_15(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_16(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_17(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_18(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_19(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_20(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_21(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_22(int32 arg, ...); virtual status_t _Reserved_BSimpleGameSound_23(int32 arg, ...); }; #endif // _SIMPLE_GAME_SOUND_H