haiku/headers/os/game/GameSound.h

168 lines
6.8 KiB
C++

//------------------------------------------------------------------------------
// 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.h
// Author: Christopher ML Zumwalt May (zummy@users.sf.net)
// Description: Base class for play sounds using the game kit
//------------------------------------------------------------------------------
#ifndef _GAMESOUND_H
#define _GAMESOUND_H
// Standard Includes -----------------------------------------------------------
// System Includes -------------------------------------------------------------
#include <GameSoundDefs.h>
#include <new>
// Project Includes ------------------------------------------------------------
// Local Includes --------------------------------------------------------------
// Local Defines ---------------------------------------------------------------
// Globals ---------------------------------------------------------------------
class BGameSoundDevice;
// BGameSound class -------------------------------------------------------------
class BGameSound
{
public:
BGameSound(BGameSoundDevice * device = NULL);
virtual ~BGameSound();
virtual BGameSound * Clone() const = 0;
status_t InitCheck() const;
// BGameSound attributes
BGameSoundDevice * Device() const;
gs_id ID() const;
const gs_audio_format & Format() const; // only valid after Init()
// Playing sounds
virtual status_t StartPlaying();
virtual bool IsPlaying();
virtual status_t StopPlaying();
// Modifing the playback
status_t SetGain(float gain,
bigtime_t duration = 0); // ramp duration in seconds
status_t SetPan(float pan,
bigtime_t duration = 0); // ramp duration in seconds
float Gain();
float Pan();
virtual status_t SetAttributes(gs_attribute * inAttributes,
size_t inAttributeCount);
virtual status_t GetAttributes(gs_attribute * outAttributes,
size_t inAttributeCount);
void * operator new(size_t size);
void * operator new(size_t size, const nothrow_t &) throw();
void operator delete(void * ptr);
#if !__MWERKS__
// there's a bug in MWCC under R4.1 and earlier
void operator delete(void * ptr,
const nothrow_t &) throw();
#endif
static status_t SetMemoryPoolSize(size_t in_poolSize);
static status_t LockMemoryPool(bool in_lockInCore);
static int32 SetMaxSoundCount(int32 in_maxCount);
virtual status_t Perform(int32 selector, void * data);
protected:
status_t SetInitError(status_t in_initError);
status_t Init(gs_id handle);
BGameSound(const BGameSound & other);
BGameSound & operator=(const BGameSound & other);
private:
BGameSoundDevice* fDevice;
status_t fInitError;
gs_audio_format fFormat;
gs_id fSound;
/* leave these declarations private unless you plan on actually implementing and using them. */
BGameSound();
/* fbc data and virtuals */
uint32 _reserved_BGameSound_[16];
virtual status_t _Reserved_BGameSound_0(int32 arg, ...);
virtual status_t _Reserved_BGameSound_1(int32 arg, ...);
virtual status_t _Reserved_BGameSound_2(int32 arg, ...);
virtual status_t _Reserved_BGameSound_3(int32 arg, ...);
virtual status_t _Reserved_BGameSound_4(int32 arg, ...);
virtual status_t _Reserved_BGameSound_5(int32 arg, ...);
virtual status_t _Reserved_BGameSound_6(int32 arg, ...);
virtual status_t _Reserved_BGameSound_7(int32 arg, ...);
virtual status_t _Reserved_BGameSound_8(int32 arg, ...);
virtual status_t _Reserved_BGameSound_9(int32 arg, ...);
virtual status_t _Reserved_BGameSound_10(int32 arg, ...);
virtual status_t _Reserved_BGameSound_11(int32 arg, ...);
virtual status_t _Reserved_BGameSound_12(int32 arg, ...);
virtual status_t _Reserved_BGameSound_13(int32 arg, ...);
virtual status_t _Reserved_BGameSound_14(int32 arg, ...);
virtual status_t _Reserved_BGameSound_15(int32 arg, ...);
virtual status_t _Reserved_BGameSound_16(int32 arg, ...);
virtual status_t _Reserved_BGameSound_17(int32 arg, ...);
virtual status_t _Reserved_BGameSound_18(int32 arg, ...);
virtual status_t _Reserved_BGameSound_19(int32 arg, ...);
virtual status_t _Reserved_BGameSound_20(int32 arg, ...);
virtual status_t _Reserved_BGameSound_21(int32 arg, ...);
virtual status_t _Reserved_BGameSound_22(int32 arg, ...);
virtual status_t _Reserved_BGameSound_23(int32 arg, ...);
virtual status_t _Reserved_BGameSound_24(int32 arg, ...);
virtual status_t _Reserved_BGameSound_25(int32 arg, ...);
virtual status_t _Reserved_BGameSound_26(int32 arg, ...);
virtual status_t _Reserved_BGameSound_27(int32 arg, ...);
virtual status_t _Reserved_BGameSound_28(int32 arg, ...);
virtual status_t _Reserved_BGameSound_29(int32 arg, ...);
virtual status_t _Reserved_BGameSound_30(int32 arg, ...);
virtual status_t _Reserved_BGameSound_31(int32 arg, ...);
virtual status_t _Reserved_BGameSound_32(int32 arg, ...);
virtual status_t _Reserved_BGameSound_33(int32 arg, ...);
virtual status_t _Reserved_BGameSound_34(int32 arg, ...);
virtual status_t _Reserved_BGameSound_35(int32 arg, ...);
virtual status_t _Reserved_BGameSound_36(int32 arg, ...);
virtual status_t _Reserved_BGameSound_37(int32 arg, ...);
virtual status_t _Reserved_BGameSound_38(int32 arg, ...);
virtual status_t _Reserved_BGameSound_39(int32 arg, ...);
virtual status_t _Reserved_BGameSound_40(int32 arg, ...);
virtual status_t _Reserved_BGameSound_41(int32 arg, ...);
virtual status_t _Reserved_BGameSound_42(int32 arg, ...);
virtual status_t _Reserved_BGameSound_43(int32 arg, ...);
virtual status_t _Reserved_BGameSound_44(int32 arg, ...);
virtual status_t _Reserved_BGameSound_45(int32 arg, ...);
virtual status_t _Reserved_BGameSound_46(int32 arg, ...);
virtual status_t _Reserved_BGameSound_47(int32 arg, ...);
};
#endif // _GAME_SOUND_H