xref: /haiku/docs/user/game/FileGameSound.dox (revision 6288f7b4537703bfaa43bf8f8fa0c58e4c8dd82b)
1/*
2 * Copyright 2012 Haiku, Inc. All rights reserved.
3 * Distributed under the terms of the MIT License.
4 *
5 * Authors:
6 *		John Scipione, jscipione@gmail.com
7 *
8 * Corresponds to:
9 *		src/kits/game/FileGameSound.cpp	hrev45076
10 *		src/kits/game/FileGameSound.h	hrev45076
11 */
12
13
14/*!
15	\file FileGameSound.h
16	\ingroup game
17	\ingroup libbe
18	\brief Provides the BFileGameSound class.
19*/
20
21
22/*!
23	\class BFileGameSound
24	\ingroup game
25	\ingroup libbe
26	\brief Playback audio from a sound file on disk.
27
28	\since BeOS R5
29*/
30
31
32/*!
33	\fn BFileGameSound::BFileGameSound(const entry_ref* file, bool looping,
34		BGameSoundDevice* device)
35	\brief Creates and initializes a BFileGameSound object from an
36		   \c entry_ref allowing you to play the specified sound file.
37
38	If \a looping is \c true, the sound automatically replays from the
39	beginning once the end is reached. This is useful for playing
40	background music in a loop.
41
42	You can specify the sound devise to use by setting the \a device
43	parameter. Setting \a device to \c NULL uses the default sound device.
44
45	\param file The entry ref pointing to the sound file on disk.
46	\param looping Whether or not to repeat the sound in a loop.
47	\param device The sound device to use to play the sound, use \c NULL for
48		   default.
49
50	\since BeOS R5
51*/
52
53
54/*!
55	\fn BFileGameSound::BFileGameSound(const char* file, bool looping,
56		BGameSoundDevice* device)
57	\brief Creates and initializes a BFileGameSound object from a file path
58		   allowing you to play the specified sound file.
59
60	If \a looping is \c true, the sound automatically replays from the
61	beginning once the end is reached. This is useful for playing
62	background music in a loop.
63
64	You can specify the sound devise to use by setting the \a device
65	parameter. Setting \a device to \c NULL uses the default sound device.
66
67	\param file The path of the sound file on disk.
68	\param looping Whether or not to repeat the sound in a loop.
69	\param device The sound device to use to play the sound, use \c NULL for
70	       default.
71
72	\since BeOS R5
73*/
74
75
76/*!
77	\fn BFileGameSound::~BFileGameSound()
78	\brief Destroys the BFileGameSound object.
79
80	\since BeOS R5
81*/
82
83
84/*!
85	\fn BGameSound* BFileGameSound::Clone() const
86	\brief Not implemented, always returns \c NULL.
87
88	\since BeOS R5
89*/
90
91
92/*!
93	\fn status_t BFileGameSound::StartPlaying()
94	\brief Plays the sound file.
95
96	\returns A status code, \c B_OK on success or an error code on error.
97
98	\since BeOS R5
99*/
100
101
102/*!
103	\fn status_t BFileGameSound::StopPlaying()
104	\brief Stops playback of the sound file.
105
106	\returns A status code, \c B_OK on success or an error code on error.
107
108	\since BeOS R5
109*/
110
111
112/*!
113	\fn status_t BFileGameSound::Preload()
114	\brief Preload the sound file into memory so that playback won't be delayed.
115
116	\returns A status code, \c B_OK on success or an error code if we were
117	         unable to communicate with the sound port.
118
119	\since BeOS R5
120*/
121
122
123/*!
124	\fn void BFileGameSound::FillBuffer(void* inBuffer, size_t inByteCount)
125	\brief Fill a buffer with sound data.
126
127	\param inBuffer The buffer to fill.
128	\param inByteCount The number of bytes to fill buffer with.
129
130	\since BeOS R5
131*/
132
133
134/*!
135	\fn status_t BFileGameSound::SetPaused(bool isPaused, bigtime_t rampTime)
136	\brief Pauses playback if \a isPaused is \c true or resumes play if
137	       \a isPaused is \c false.
138
139	\param isPaused \c true to pause playback, \c false to resume playback.
140	\param rampTime Determines how long the change in playback state should
141	       take to complete in microseconds. Set to 0 for an instantaneous
142	       change.
143
144	\returns A status code.
145	\retval B_OK The playback state was updated.
146	\retval EALREADY Already in the requested playback state.
147
148	\since BeOS R5
149*/
150
151
152/*!
153	\fn int32 BFileGameSound::IsPaused()
154	\brief Returns the current playback status.
155
156	\returns An integer indicating the current playback status.
157	\retval B_NOT_PAUSED Sound is playing.
158	\retval B_PAUSE_IN_PROGRESS The sound is transitioning to or from a paused state.
159	\retval B_PAUSED Sound is paused.
160
161	\since BeOS R5
162*/
163