820dca4df6
* Fixed headers including: - All rights reserved not All Rights Reserved. - name, email@domain.com not name <email@domain.com> - tabs and spaces - Authors: not Documented by: * Renamed string.dox to String.dox * Renamed midixxx.dox files to MidiXxx.dox * Moved images into images subdirectories and updated Doxfile. * Re-format all files with tabs instead of spaces. * Fix many spelling mistakes. * Added all files, classes, structs, and enums to libbe group.
141 lines
3.7 KiB
Plaintext
141 lines
3.7 KiB
Plaintext
/*
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* Copyright 2012 Haiku, Inc. All rights reserved.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* John Scipione, jscipione@gmail.com
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*
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* Corresponds to:
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* src/kits/game/FileGameSound.cpp hrev45076
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* src/kits/game/FileGameSound.h hrev45076
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*/
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/*!
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\file FileGameSound.h
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\ingroup game
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\ingroup libbe
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\brief Provides the BFileGameSound class.
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*/
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/*!
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\class BFileGameSound
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\ingroup game
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\ingroup libbe
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\brief Playback audio from a sound file on disk.
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*/
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/*!
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\fn BFileGameSound::BFileGameSound(const entry_ref *file, bool looping,
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BGameSoundDevice *device)
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\brief Creates and initializes a BFileGameSound object from an
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\c entry_ref allowing you to play the specified sound file.
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If \a looping is \c true, the sound automatically replays from the
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beginning once the end is reached. This is useful for playing
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background music in a loop.
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You can specify the sound devise to use by setting the \a device
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parameter. Setting \a device to \c NULL uses the default sound device.
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\param file The entry ref pointing to the sound file on disk.
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\param looping Whether or not to repeat the sound in a loop.
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\param device The sound device to use to play the sound, use \c NULL for
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default.
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*/
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/*!
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\fn BFileGameSound::BFileGameSound(const char *file, bool looping,
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BGameSoundDevice *device)
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\brief Creates and initializes a BFileGameSound object from a file path
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allowing you to play the specified sound file.
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If \a looping is \c true, the sound automatically replays from the
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beginning once the end is reached. This is useful for playing
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background music in a loop.
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You can specify the sound devise to use by setting the \a device
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parameter. Setting \a device to \c NULL uses the default sound device.
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\param file The path of the sound file on disk.
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\param looping Whether or not to repeat the sound in a loop.
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\param device The sound device to use to play the sound, use \c NULL for
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default.
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*/
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/*!
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\fn BFileGameSound::~BFileGameSound()
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\brief Destroys the BFileGameSound object.
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*/
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/*!
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\fn BGameSound* BFileGameSound::Clone() const
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\brief Not implemented, always returns \c NULL.
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*/
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/*!
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\fn status_t BFileGameSound::StartPlaying()
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\brief Plays the sound file.
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\returns A status code, \c B_OK on success or an error code on error.
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*/
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/*!
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\fn status_t BFileGameSound::StopPlaying()
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\brief Stops playback of the sound file.
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\returns A status code, \c B_OK on success or an error code on error.
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*/
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/*!
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\fn status_t BFileGameSound::Preload()
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\brief Preload the sound file into memory so that playback won't be delayed.
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\returns A status code, \c B_OK on success or an error code if we were
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unable to communicate with the sound port.
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*/
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/*!
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\fn void BFileGameSound::FillBuffer(void *inBuffer, size_t inByteCount)
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\brief Fill a buffer with sound data.
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\param inBuffer The buffer to fill.
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\param inByteCount The number of bytes to fill buffer with.
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*/
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/*!
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\fn status_t BFileGameSound::SetPaused(bool isPaused, bigtime_t rampTime)
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\brief Pauses playback if \a isPaused is \c true or resumes play if
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\a isPaused is \c false.
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\param isPaused \c true to pause playback, \c false to resume playback.
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\param rampTime Determines how long the change in playback state should
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take to complete in microseconds. Set to 0 for an instantaneous
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change.
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\returns A status code.
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\retval B_OK The playback state was updated.
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\retval EALREADY Already in the requested playback state.
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*/
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/*!
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\fn int32 BFileGameSound::IsPaused()
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\brief Returns the current playback status.
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\returns An integer indicating the current playback status.
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\retval B_NOT_PAUSED Sound is playing.
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\retval B_PAUSE_IN_PROGRESS The sound is transitioning to or from a paused state.
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\retval B_PAUSED Sound is paused.
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*/
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