//------------------------------------------------------------------------------ // 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: FileGameSound.h // Author: Christopher ML Zumwalt May (zummy@users.sf.net) // Description: BFileGameSound is a class that streams data out of a file. //------------------------------------------------------------------------------ #ifndef _PUSHGAMESOUND_H #define _PUSHGAMESOUND_H // Standard Includes ----------------------------------------------------------- // System Includes ------------------------------------------------------------- #include // Project Includes ------------------------------------------------------------ // Local Includes -------------------------------------------------------------- // Local Defines --------------------------------------------------------------- // Globals --------------------------------------------------------------------- // FileGameSound ------------------------------------------------------------- class BPushGameSound : public BStreamingGameSound { public: BPushGameSound(size_t inBufferFrameCount, const gs_audio_format * format, size_t inBufferCount = 2, BGameSoundDevice * device = 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 ** out_pagePtr, size_t * out_pageSize); virtual status_t UnlockPage(void * in_pagePtr); virtual lock_status LockForCyclic(void ** out_basePtr, size_t * out_size); virtual status_t UnlockCyclic(); virtual size_t CurrentPosition(); virtual BGameSound * Clone() const; virtual status_t Perform(int32 selector, void * data); protected: BPushGameSound(BGameSoundDevice * device); virtual status_t SetParameters(size_t inBufferFrameCount, const gs_audio_format * format, size_t inBufferCount); virtual status_t SetStreamHook(void (*hook)(void * inCookie, void * inBuffer, size_t inByteCount, BStreamingGameSound * me), void * cookie); virtual void FillBuffer(void * inBuffer, 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&); bool BytesReady(size_t * bytes); sem_id fLock; BList * fPageLocked; size_t fLockPos; size_t fPlayPos; char * fBuffer; size_t fPageSize; int32 fPageCount; size_t fBufferSize; /* fbc data and virtuals */ uint32 _reserved_BPushGameSound_[12]; virtual status_t _Reserved_BPushGameSound_0(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_1(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_2(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_3(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_4(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_5(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_6(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_7(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_8(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_9(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_10(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_11(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_12(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_13(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_14(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_15(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_16(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_17(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_18(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_19(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_20(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_21(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_22(int32 arg, ...); virtual status_t _Reserved_BPushGameSound_23(int32 arg, ...); }; #endif // _PUSH_GAME_SOUND_H