haiku/headers/os/game/GameSoundDefs.h
Axel Dörfler f46308c92a * More header cleanup, continuing korli's work.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@36206 a95241bf-73f2-0310-859d-f6bbb57e9c96
2010-04-13 09:48:02 +00:00

85 lines
2.1 KiB
C

/*
* Copyright 2001-2002, Haiku Inc. All Rights Reserved.
* Distributed under the terms of the MIT License.
*
* Author:
* Christopher ML Zumwalt May (zummy@users.sf.net)
*/
#ifndef _GAME_SOUND_DEFS_H
#define _GAME_SOUND_DEFS_H
#include <SupportDefs.h>
typedef int32 gs_id;
#define B_GS_CUR_API_VERSION B_BEOS_VERSION
#define B_GS_MIN_API_VERSION 0x100
// invalid sound handle
#define B_GS_INVALID_SOUND ((gs_id)-1)
// gs_id for the main mix buffer
#define B_GS_MAIN_SOUND ((gs_id)-2)
enum {
B_GS_BAD_HANDLE = -99999,
B_GS_NO_SOUNDS,
B_GS_NO_HARDWARE,
B_GS_ALREADY_COMMITTED,
B_GS_READ_ONLY_VALUE
};
struct gs_audio_format {
// same as media_raw_audio_format
enum format { // for "format"
B_GS_U8 = 0x11, // 128 == mid, 1 == bottom, 255 == top
B_GS_S16 = 0x2, // 0 == mid, -32767 == bottom, +32767 == top
B_GS_F = 0x24, // 0 == mid, -1.0 == bottom, 1.0 == top
B_GS_S32 = 0x4 // 0 == mid, 0x80000001 == bottom,
// 0x7fffffff == top
};
float frame_rate;
uint32 channel_count; // 1 or 2, mostly
uint32 format; // for compressed formats, go to
// media_encoded_audio_format
uint32 byte_order; // 2 for little endian, 1 for big endian
size_t buffer_size; // size of each buffer -- NOT GUARANTEED
};
enum gs_attributes {
B_GS_NO_ATTRIBUTE = 0, // when there is no attribute
B_GS_MAIN_GAIN = 1, // 0 == 0 dB, -6.0 == -6 dB (gs_id ignored)
B_GS_CD_THROUGH_GAIN, // 0 == 0 dB, -12.0 == -12 dB (gs_id ignored)
// but which CD?
B_GS_GAIN = 128, // 0 == 0 dB, -1.0 == -1 dB, +10.0 == +10 dB
B_GS_PAN, // 0 == middle, -1.0 == left, +1.0 == right
B_GS_SAMPLING_RATE, // 44100.0 == 44.1 kHz
B_GS_LOOPING, // 0 == no
B_GS_FIRST_PRIVATE_ATTRIBUTE = 90000,
B_GS_FIRST_USER_ATTRIBUTE = 100000
};
struct gs_attribute {
int32 attribute; // which attribute
bigtime_t duration; // how long of time to ramp over for the change
float value; // where the value stops changing
uint32 flags; // whatever flags are for the attribute
};
struct gs_attribute_info {
int32 attribute;
float granularity;
float minimum;
float maximum;
};
#endif // _GAME_SOUND_DEFS_H