//------------------------------------------------------------------------------ // 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 _FILEGAMESOUND_H #define _FILEGAMESOUND_H #include struct entry_ref; struct _gs_media_tracker; struct _gs_ramp; class BFileGameSound : public BStreamingGameSound { public: BFileGameSound(const entry_ref * file, bool looping = true, BGameSoundDevice * device = NULL); BFileGameSound(const char * file, bool looping = true, BGameSoundDevice * device = NULL); virtual ~BFileGameSound(); virtual BGameSound * Clone() const; virtual status_t StartPlaying(); virtual status_t StopPlaying(); status_t Preload(); // if you have stopped and want to start quickly again virtual void FillBuffer(void * inBuffer, size_t inByteCount); virtual status_t Perform(int32 selector, void * data); virtual status_t SetPaused(bool isPaused, bigtime_t rampTime); enum { B_NOT_PAUSED, B_PAUSE_IN_PROGRESS, B_PAUSED }; int32 IsPaused(); private: _gs_media_tracker * fAudioStream; bool fStopping; bool fLooping; char fReserved; char * fBuffer; size_t fFrameSize; size_t fBufferSize; size_t fPlayPosition; thread_id fReadThread; port_id fPort; _gs_ramp * fPausing; bool fPaused; float fPauseGain; status_t Init(const entry_ref* file); bool Load(); bool Read(void * buffer, size_t bytes); /* leave these declarations private unless you plan on actually implementing and using them. */ BFileGameSound(); BFileGameSound(const BFileGameSound&); BFileGameSound& operator=(const BFileGameSound&); /* fbc data and virtuals */ uint32 _reserved_BFileGameSound_[9]; status_t _Reserved_BFileGameSound_0(int32 arg, ...); /* SetPaused(bool paused, bigtime_t ramp); */ virtual status_t _Reserved_BFileGameSound_1(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_2(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_3(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_4(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_5(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_6(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_7(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_8(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_9(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_10(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_11(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_12(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_13(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_14(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_15(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_16(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_17(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_18(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_19(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_20(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_21(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_22(int32 arg, ...); virtual status_t _Reserved_BFileGameSound_23(int32 arg, ...); }; #endif // _FILEGAMESOUND_H