haiku/headers/os/game/FileGameSound.h

129 lines
3.8 KiB
C++

/*******************************************************************************
/
/ File: FileGameSound.h
/
/ Description: BFileGameSound is a class that streams data out of a file.
/
/ Copyright 1999, Be Incorporated, All Rights Reserved
/
*******************************************************************************/
#if !defined(_FILE_GAME_SOUND_H)
#define _FILE_GAME_SOUND_H
#include <StreamingGameSound.h>
class BMediaFile;
namespace BPrivate {
class BTrackReader;
}
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:
BMediaFile * _m_soundFile;
BPrivate::BTrackReader * _m_trackReader;
bool _m_looping;
bool _m_stopping;
uchar _m_zero;
uchar _m_reserved_u;
// cruft for read-ahead goes here
thread_id _m_streamThread;
port_id _m_streamPort;
enum {
cmdStartPlaying = 1,
cmdStopPlaying,
cmdUsedBytes,
cmdPreload
};
int32 _m_loopCount;
char * _m_buffer;
size_t _m_bufferSize;
int32 _m_stopCount;
int32 _m_pauseState;
float _m_pauseGain;
float _m_pausePan;
static status_t stream_thread(
void * that);
void LoadFunc();
size_t Load(
size_t & offset,
size_t bytes);
void read_data(
char * dest,
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_[8];
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