4c2bc7e83c
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@691 a95241bf-73f2-0310-859d-f6bbb57e9c96
85 lines
2.3 KiB
C
85 lines
2.3 KiB
C
/*******************************************************************************
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/
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/ File: GameSoundDefs.h
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/
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/ Description: Definitions of common types and constants for the gamesound kit.
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/
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/ Copyright 1999, Be Incorporated, All Rights Reserved
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/
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*******************************************************************************/
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#if !defined(_GAME_SOUND_DEFS_H)
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#define _GAME_SOUND_DEFS_H
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#include <SupportDefs.h>
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typedef int32 gs_id;
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#define B_GS_CUR_API_VERSION B_BEOS_VERSION
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#define B_GS_MIN_API_VERSION 0x100
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// invalid sound handle
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#define B_GS_INVALID_SOUND ((gs_id)-1)
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// gs_id for the main mix buffer
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#define B_GS_MAIN_SOUND ((gs_id)-2)
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enum //fixme renumber to real error messages
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{
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B_GS_BAD_HANDLE = -99999,
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B_GS_NO_SOUNDS,
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B_GS_NO_HARDWARE,
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B_GS_ALREADY_COMMITTED,
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B_GS_READ_ONLY_VALUE
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};
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struct gs_audio_format
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{ /* same as media_raw_audio_format */
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enum format { /* for "format" */
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B_GS_U8 = 0x11, /* 128 == mid, 1 == bottom, 255 == top */
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B_GS_S16 = 0x2, /* 0 == mid, -32767 == bottom, +32767 == top */
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B_GS_F = 0x24, /* 0 == mid, -1.0 == bottom, 1.0 == top */
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B_GS_S32 = 0x4 /* 0 == mid, 0x80000001 == bottom, 0x7fffffff == top */
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};
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float frame_rate;
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uint32 channel_count; /* 1 or 2, mostly */
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uint32 format; /* for compressed formats, go to media_encoded_audio_format */
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uint32 byte_order; /* 2 for little endian, 1 for big endian */
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size_t buffer_size; /* size of each buffer -- NOT GUARANTEED */
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};
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//
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enum gs_attributes
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{
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B_GS_NO_ATTRIBUTE = 0, // when there is no attribute
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B_GS_MAIN_GAIN = 1, // 0 == 0 dB, -6.0 == -6 dB (gs_id ignored)
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B_GS_CD_THROUGH_GAIN, // 0 == 0 dB, -12.0 == -12 dB (gs_id ignored)
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// but which CD?
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B_GS_GAIN = 128, // 0 == 0 dB, -1.0 == -1 dB, +10.0 == +10 dB
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B_GS_PAN, // 0 == middle, -1.0 == left, +1.0 == right
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B_GS_SAMPLING_RATE, // 44100.0 == 44.1 kHz
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B_GS_LOOPING, // 0 == no
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B_GS_FIRST_PRIVATE_ATTRIBUTE = 90000,
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B_GS_FIRST_USER_ATTRIBUTE = 100000
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};
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struct gs_attribute
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{
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int32 attribute; // which attribute
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bigtime_t duration; // how long of time to ramp over for the change
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float value; // where the value stops changing
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uint32 flags; // whatever flags are for the attribute
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};
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struct gs_attribute_info
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{
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int32 attribute;
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float granularity;
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float minimum;
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float maximum;
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};
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#endif // _GAME_SOUND_DEFS_H
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