haiku/headers/os/game/SimpleGameSound.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

64 lines
2.2 KiB
C++

/*****************************************************************************/
// SimpleGameSound.h
//
// This is "a class for sound effects that are short, and consist of
// non-changing samples in memory."
//
//
// 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_SIMPLE_GAME_SOUND
#define GAME_KIT_SIMPLE_GAME_SOUND
#include <GameSound.h>
class BSimpleGameSound : public BGameSound
{
public:
BSimpleGameSound( const entry_ref* pInFile,
BGameSoundDevice* pDevice = NULL );
BSimpleGameSound( const char* pInFile,
BGameSoundDevice* pDevice = NULL );
BSimpleGameSound( const void* pInData,
size_t inFrameCount, const gs_audio_format* pFormat,
BGameSoundDevice* pDevice = NULL );
BSimpleGameSound( const BSimpleGameSound& other );
virtual ~BSimpleGameSound();
virtual BGameSound* Clone() const;
virtual status_t Perform( int32 selector, void* pData );
status_t SetIsLooping( bool looping );
bool IsLooping() const;
private:
// Leave these declarations private unless you plan on actually
// implementing and using them.
BSimpleGameSound();
BSimpleGameSound& operator=( const BSimpleGameSound& );
};
#endif