52a3801208
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@10 a95241bf-73f2-0310-859d-f6bbb57e9c96
98 lines
3.2 KiB
C++
98 lines
3.2 KiB
C++
/*****************************************************************************/
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// GameSound.h
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//
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// This is an abstract base class for "all sounds being played using the
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// gamesound kit. Use one of the concrete subclasses for actually playing
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// sound."
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//
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//
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// Copyright (c) 2001 OpenBeOS Project
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//
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included
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// in all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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/*****************************************************************************/
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#ifndef GAME_KIT_GAME_SOUND
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#define GAME_KIT_GAME_SOUND
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#include <GameSoundDefs.h>
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#include <new>
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struct gs_audio_format;
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class BGameSoundDevice;
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class BGameSound
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{
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public:
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BGameSound( BGameSoundDevice* pDevice = NULL );
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virtual ~BGameSound();
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virtual BGameSound* Clone() const = 0;
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status_t InitCheck() const;
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BGameSoundDevice* Device() const;
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gs_id ID() const;
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// Only valid after Init().
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const gs_audio_format& Format() const;
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virtual status_t StartPlaying();
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virtual bool IsPlaying();
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virtual status_t StopPlaying();
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// Ramp duration is in seconds.
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status_t SetGain( float gain, bigtime_t duration = 0 );
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status_t SetPan( float pan, bigtime_t duration = 0 );
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float Gain();
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float Pan();
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virtual status_t SetAttributes( gs_attribute* pInAttributes,
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size_t inAttributeCount );
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virtual status_t GetAttributes( gs_attribute* pOutAttributes,
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size_t outAttributeCount );
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virtual status_t Perform( int32 selector, void * data );
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void* operator new( size_t size );
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void* operator new( size_t size, const nothrow_t& ) throw();
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void operator delete( void* ptr );
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void operator delete( void* ptr, const nothrow_t& ) throw();
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// These were implemented in BPrivGameSound, presumably
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// for reasons of privacy. If that's the only reason, then
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// we can put them here, because you've got the source, my man.
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// Otherwise, we'll put 'em where they have to be.
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static status_t SetMemoryPoolSize( size_t in_poolSize );
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static status_t LockMemoryPool( bool in_lockInCore );
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static int32 SetMaxSoundCount( int32 in_maxCount );
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protected:
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status_t SetInitError( status_t in_initError );
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status_t Init( gs_id handle );
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BGameSound( const BGameSound& other );
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BGameSound& operator=( const BGameSound & other );
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private:
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BGameSound();
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// Our implementation details go here.
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};
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#endif // GAME_KIT_GAME_SOUND
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