/*****************************************************************************/ // PushGameSound.h // // This is "a class for games that want to push data at the system, // rather than have a callback get called." // // // Copyright (c) 2001 OpenBeOS Project // // 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. /*****************************************************************************/ #ifndef GAME_KIT_PUSH_GAME_SOUND #define GAME_KIT_PUSH_GAME_SOUND #include class BPushGameSound : public BStreamingGameSound { public: BPushGameSound( size_t inBufferFrameCount, const gs_audio_format* pFormat, size_t inBufferCount = 2, BGameSoundDevice* pDevice = NULL ); virtual ~BPushGameSound(); enum lock_status { lock_failed = -1, // not yet time to do more lock_ok = 0, // do more lock_ok_frames_dropped // you may have missed some buffers }; virtual lock_status LockNextPage( void** ppOut_pagePtr, size_t* pOut_pageSize ); virtual status_t UnlockPage( void* pIn_pagePtr ); virtual lock_status LockForCyclic( void** ppOut_basePtr, size_t* pOut_size ); virtual status_t UnlockCyclic(); virtual size_t CurrentPosition(); virtual BGameSound* Clone() const; virtual status_t Perform( int32 selector, void* pData ); protected: // Will allocate handle and call Init(). virtual status_t SetParameters( size_t inBufferFrameCount, const gs_audio_format* pFormat, size_t inBufferCount ); virtual status_t SetStreamHook( void (*hook)( void* pInCookie, void* pInBuffer, size_t inByteCount, BStreamingGameSound* pMe ), void* pCookie ); // Default is to call stream hook, if any. virtual void FillBuffer( void* pInBuffer, size_t inByteCount ); private: // Leave these declarations private unless you plan on actually // implementing and using them. BPushGameSound(); BPushGameSound( const BPushGameSound& ); BPushGameSound& operator=( const BPushGameSound& ); }; #endif // GAME_KIT_PUSH_GAME_SOUND