haiku/headers/os/game/FileGameSound.h
ejakowatz 52a3801208 It is accomplished ...
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@10 a95241bf-73f2-0310-859d-f6bbb57e9c96
2002-07-09 12:24:59 +00:00

81 lines
2.5 KiB
C++

/*****************************************************************************/
// FileGameSound.h
//
// This is "a class that streams data out of a file."
//
//
// 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_FILE_GAME_SOUND
#define GAME_KIT_FILE_GAME_SOUND
#include <StreamingGameSound.h>
class BMediaFile;
namespace BPrivate
{
class BTrackReader;
}
class BFileGameSound : public BStreamingGameSound
{
public:
BFileGameSound( const entry_ref* pFile, bool looping = true,
BGameSoundDevice* pDevice = NULL );
BFileGameSound( const char* pFilename, bool looping = true,
BGameSoundDevice* pDevice = NULL );
virtual ~BFileGameSound();
virtual BGameSound* Clone() const;
virtual status_t StartPlaying();
virtual status_t StopPlaying();
// Use this if you have stopped and want to start again quickly.
status_t Preload();
virtual void FillBuffer( void* pInBuffer, size_t inByteCount );
virtual status_t Perform( int32 selector, void* pData );
virtual status_t SetPaused( bool isPaused, bigtime_t rampTime );
enum
{
B_NOT_PAUSED,
B_PAUSE_IN_PROGRESS,
B_PAUSED
};
int32 IsPaused();
private:
// Leave these declarations private unless you plan on actually
// implementing and using them.
BFileGameSound();
BFileGameSound( const BFileGameSound& );
BFileGameSound& operator=( const BFileGameSound& );
};
#endif // GAME_KIT_FILE_GAME_SOUND