//------------------------------------------------------------------------------ // 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 (zummy@users.sf.net) // Description: Provides much of interfaces with BGameSoundDevice on behalf // of the rest of it's childern. //------------------------------------------------------------------------------ // Standard Includes ----------------------------------------------------------- #include #include // System Includes ------------------------------------------------------------- // Project Includes ------------------------------------------------------------ #include #include // Local Includes -------------------------------------------------------------- #include using std::nothrow; // Local Defines --------------------------------------------------------------- // BGameSound class ------------------------------------------------------------ BGameSound::BGameSound(BGameSoundDevice *device) : fSound(-1) { fDevice = GetDefaultDevice(); fInitError = fDevice->InitCheck(); } BGameSound::BGameSound(const BGameSound &other) : fSound(-1) { memcpy(&fFormat, &other.fFormat, sizeof(gs_audio_format)); fDevice = GetDefaultDevice(); fInitError = fDevice->InitCheck(); } BGameSound::~BGameSound() { if (fSound >= 0) fDevice->ReleaseBuffer(fSound); ReleaseDevice(); } status_t BGameSound::InitCheck() const { return fInitError; } BGameSoundDevice * BGameSound::Device() const { return fDevice; } gs_id BGameSound::ID() const { return fSound; } const gs_audio_format & BGameSound::Format() const { return fDevice->Format(fSound); } status_t BGameSound::StartPlaying() { fDevice->StartPlaying(fSound); return B_OK; } bool BGameSound::IsPlaying() { return fDevice->IsPlaying(fSound); } status_t BGameSound::StopPlaying() { fDevice->StopPlaying(fSound); return B_OK; } status_t BGameSound::SetGain(float gain, bigtime_t duration) { gs_attribute attribute; attribute.attribute = B_GS_GAIN; attribute.value = gain; attribute.duration = duration; attribute.flags = 0; return fDevice->SetAttributes(fSound, &attribute, 1); } status_t BGameSound::SetPan(float pan, bigtime_t duration) { gs_attribute attribute; attribute.attribute = B_GS_PAN; attribute.value = pan; attribute.duration = duration; attribute.flags = 0; return fDevice->SetAttributes(fSound, &attribute, 1); } float BGameSound::Gain() { gs_attribute attribute; attribute.attribute = B_GS_GAIN; attribute.flags = 0; if (fDevice->GetAttributes(fSound, &attribute, 1) != B_OK) return 0.0; return attribute.value; } float BGameSound::Pan() { gs_attribute attribute; attribute.attribute = B_GS_PAN; attribute.flags = 0; if (fDevice->GetAttributes(fSound, &attribute, 1) != B_OK) return 0.0; return attribute.value; } status_t BGameSound::SetAttributes(gs_attribute *inAttributes, size_t inAttributeCount) { return fDevice->SetAttributes(fSound, inAttributes, inAttributeCount); } status_t BGameSound::GetAttributes(gs_attribute *outAttributes, size_t inAttributeCount) { return fDevice->GetAttributes(fSound, outAttributes, inAttributeCount); } status_t BGameSound::Perform(int32 selector, void *data) { return B_ERROR; } void * BGameSound::operator new(size_t size) { return ::operator new(size); } void * BGameSound::operator new(size_t size, const std::nothrow_t &nt) throw() { return ::operator new(size, nt); } void BGameSound::operator delete(void *ptr) { ::operator delete(ptr); } #if !__MWERKS__ // there's a bug in MWCC under R4.1 and earlier void BGameSound::operator delete(void *ptr, const std::nothrow_t &nt) throw() { ::operator delete(ptr, nt); } #endif status_t BGameSound::SetMemoryPoolSize(size_t in_poolSize) { return B_ERROR; } status_t BGameSound::LockMemoryPool(bool in_lockInCore) { return B_ERROR; } int32 BGameSound::SetMaxSoundCount(int32 in_maxCount) { return in_maxCount; } status_t BGameSound::SetInitError(status_t in_initError) { fInitError = in_initError; return B_OK; } status_t BGameSound::Init(gs_id handle) { if (fSound < 0) fSound = handle; return B_OK; } /* BGameSound & BGameSound::operator=(const BGameSound &other) { if (fSound) fDevice->ReleaseBuffer(fSound); fSound = other.fSound; fInitError = other.fInitError; return this; } */ /* unimplemented for protection of the user: * * BGameSound::BGameSound() */ status_t BGameSound::_Reserved_BGameSound_0(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_1(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_2(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_3(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_4(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_5(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_6(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_7(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_8(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_9(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_10(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_11(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_12(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_13(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_14(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_15(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_16(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_17(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_18(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_19(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_20(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_21(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_22(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_23(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_24(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_25(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_26(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_27(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_28(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_29(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_30(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_31(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_32(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_33(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_34(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_35(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_36(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_37(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_38(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_39(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_40(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_41(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_42(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_43(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_44(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_45(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_46(int32 arg, ...) { return B_ERROR; } status_t BGameSound::_Reserved_BGameSound_47(int32 arg, ...) { return B_ERROR; }