//------------------------------------------------------------------------------ // 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: GameSound.cpp // Author: Christopher ML Zumwalt May (cdzumwalt@dsl-only.net) // Description: Declerations for game sounds //------------------------------------------------------------------------------ #if !defined(_GAME_SOUND_DEFS_H) #define _GAME_SOUND_DEFS_H #include typedef int32 gs_id; #define B_GS_CUR_API_VERSION B_BEOS_VERSION #define B_GS_MIN_API_VERSION 0x100 // invalid sound handle #define B_GS_INVALID_SOUND ((gs_id)-1) // gs_id for the main mix buffer #define B_GS_MAIN_SOUND ((gs_id)-2) enum //fixme renumber to real error messages { B_GS_BAD_HANDLE = -99999, B_GS_NO_SOUNDS, B_GS_NO_HARDWARE, B_GS_ALREADY_COMMITTED, B_GS_READ_ONLY_VALUE }; struct gs_audio_format { /* same as media_raw_audio_format */ enum format { /* for "format" */ B_GS_U8 = 0x11, /* 128 == mid, 1 == bottom, 255 == top */ B_GS_S16 = 0x2, /* 0 == mid, -32767 == bottom, +32767 == top */ B_GS_F = 0x24, /* 0 == mid, -1.0 == bottom, 1.0 == top */ B_GS_S32 = 0x4 /* 0 == mid, 0x80000001 == bottom, 0x7fffffff == top */ }; float frame_rate; uint32 channel_count; /* 1 or 2, mostly */ uint32 format; /* for compressed formats, go to media_encoded_audio_format */ uint32 byte_order; /* 2 for little endian, 1 for big endian */ size_t buffer_size; /* size of each buffer -- NOT GUARANTEED */ }; // enum gs_attributes { B_GS_NO_ATTRIBUTE = 0, // when there is no attribute B_GS_MAIN_GAIN = 1, // 0 == 0 dB, -6.0 == -6 dB (gs_id ignored) B_GS_CD_THROUGH_GAIN, // 0 == 0 dB, -12.0 == -12 dB (gs_id ignored) // but which CD? B_GS_GAIN = 128, // 0 == 0 dB, -1.0 == -1 dB, +10.0 == +10 dB B_GS_PAN, // 0 == middle, -1.0 == left, +1.0 == right B_GS_SAMPLING_RATE, // 44100.0 == 44.1 kHz B_GS_LOOPING, // 0 == no B_GS_FIRST_PRIVATE_ATTRIBUTE = 90000, B_GS_FIRST_USER_ATTRIBUTE = 100000 }; struct gs_attribute { int32 attribute; // which attribute bigtime_t duration; // how long of time to ramp over for the change float value; // where the value stops changing uint32 flags; // whatever flags are for the attribute }; struct gs_attribute_info { int32 attribute; float granularity; float minimum; float maximum; }; #endif // _GAME_SOUND_DEFS_H