haiku/headers/os/game/GameSound.h

98 lines
3.2 KiB
C++

/*****************************************************************************/
// GameSound.h
//
// This is an abstract base class for "all sounds being played using the
// gamesound kit. Use one of the concrete subclasses for actually playing
// sound."
//
//
// 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_GAME_SOUND
#define GAME_KIT_GAME_SOUND
#include <GameSoundDefs.h>
#include <new>
struct gs_audio_format;
class BGameSoundDevice;
class BGameSound
{
public:
BGameSound( BGameSoundDevice* pDevice = NULL );
virtual ~BGameSound();
virtual BGameSound* Clone() const = 0;
status_t InitCheck() const;
BGameSoundDevice* Device() const;
gs_id ID() const;
// Only valid after Init().
const gs_audio_format& Format() const;
virtual status_t StartPlaying();
virtual bool IsPlaying();
virtual status_t StopPlaying();
// Ramp duration is in seconds.
status_t SetGain( float gain, bigtime_t duration = 0 );
status_t SetPan( float pan, bigtime_t duration = 0 );
float Gain();
float Pan();
virtual status_t SetAttributes( gs_attribute* pInAttributes,
size_t inAttributeCount );
virtual status_t GetAttributes( gs_attribute* pOutAttributes,
size_t outAttributeCount );
virtual status_t Perform( int32 selector, void * data );
void* operator new( size_t size );
void* operator new( size_t size, const nothrow_t& ) throw();
void operator delete( void* ptr );
void operator delete( void* ptr, const nothrow_t& ) throw();
// These were implemented in BPrivGameSound, presumably
// for reasons of privacy. If that's the only reason, then
// we can put them here, because you've got the source, my man.
// Otherwise, we'll put 'em where they have to be.
static status_t SetMemoryPoolSize( size_t in_poolSize );
static status_t LockMemoryPool( bool in_lockInCore );
static int32 SetMaxSoundCount( int32 in_maxCount );
protected:
status_t SetInitError( status_t in_initError );
status_t Init( gs_id handle );
BGameSound( const BGameSound& other );
BGameSound& operator=( const BGameSound & other );
private:
BGameSound();
// Our implementation details go here.
};
#endif // GAME_KIT_GAME_SOUND