//------------------------------------------------------------------------------ // Copyright (c) 2001-2002, Haiku // // 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. // // File Name: GameSoundDevice.h // Author: Christopher ML Zumwalt May (zummy@users.sf.net) // Description: Manages the game producer. The class may change with out // notice and was only inteneded for use by the GameKit at // this time. Use at your own risk. //------------------------------------------------------------------------------ #ifndef _GAMESOUNDDEVICE_H #define _GAMESOUNDDEVICE_H #include class BMediaNode; class GameSoundBuffer; struct Connection; class BGameSoundDevice { public: BGameSoundDevice(); virtual ~BGameSoundDevice(); status_t InitCheck() const; virtual const gs_audio_format & Format() const; virtual const gs_audio_format & Format(gs_id sound) const; virtual status_t CreateBuffer(gs_id * sound, const gs_audio_format * format, const void * data, int64 frames); virtual status_t CreateBuffer(gs_id * sound, const void * object, const gs_audio_format * format, size_t inBufferFrameCount = 0, size_t inBufferCount = 0); virtual void ReleaseBuffer(gs_id sound); virtual status_t Buffer(gs_id sound, gs_audio_format * format, void *& data); virtual bool IsPlaying(gs_id sound); virtual status_t StartPlaying(gs_id sound); virtual status_t StopPlaying(gs_id sound); virtual status_t GetAttributes(gs_id sound, gs_attribute * attributes, size_t attributeCount); virtual status_t SetAttributes(gs_id sound, gs_attribute * attributes, size_t attributeCount); protected: void SetInitError(status_t error); gs_audio_format fFormat; private: int32 AllocateSound(); status_t fInitError; bool fIsConnected; int32 fSoundCount; GameSoundBuffer ** fSounds; }; BGameSoundDevice* GetDefaultDevice(); void ReleaseDevice(); #endif