xref: /haiku/docs/user/game/FileGameSound.dox (revision 776c58b2b56d8bcf33638a2ecb6c697f95a1cbf3)
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	\brief Provides the BFileGameSound class.
17*/
18
19
20/*!
21	\class BFileGameSound
22	\ingroup game
23	\ingroup libbe
24	\brief Playback audio from a sound file on disk.
25*/
26
27
28/*!
29	\fn BFileGameSound::BFileGameSound(const entry_ref *file, bool looping,
30		BGameSoundDevice *device)
31	\brief Creates and initializes a BFileGameSound object from an
32		   \c entry_ref allowing you to play the specified sound file.
33
34	If \a looping is \c true, the sound automatically replays from the
35	beginning once the end is reached. This is useful for playing
36	background music in a loop.
37
38	You can specify the sound devise to use by setting the \a device
39	parameter. Setting \a device to \c NULL uses the default sound device.
40
41	\param file The entry ref pointing to the sound file on disk.
42	\param looping Whether or not to repeat the sound in a loop.
43	\param device The sound device to use to play the sound, use \c NULL for
44		   default.
45*/
46
47
48/*!
49	\fn BFileGameSound::BFileGameSound(const char *file, bool looping,
50		BGameSoundDevice *device)
51	\brief Creates and initializes a BFileGameSound object from a file path
52		   allowing you to play the specified sound file.
53
54	If \a looping is \c true, the sound automatically replays from the
55	beginning once the end is reached. This is useful for playing
56	background music in a loop.
57
58	You can specify the sound devise to use by setting the \a device
59	parameter. Setting \a device to \c NULL uses the default sound device.
60
61	\param file The path of the sound file on disk.
62	\param looping Whether or not to repeat the sound in a loop.
63	\param device The sound device to use to play the sound, use \c NULL for
64		   default.
65*/
66
67
68/*!
69	\fn BFileGameSound::~BFileGameSound()
70	\brief Destroys the BFileGameSound object.
71*/
72
73
74/*!
75	\fn BGameSound* BFileGameSound::Clone() const
76	\brief Not implemented, always returns \c NULL.
77*/
78
79
80/*!
81	\fn status_t BFileGameSound::StartPlaying()
82	\brief Plays the sound file.
83
84	\returns A status code, \c B_OK on success or an error code on error.
85*/
86
87
88/*!
89	\fn status_t BFileGameSound::StopPlaying()
90	\brief Stops playback of the sound file.
91
92	\returns A status code, \c B_OK on success or an error code on error.
93*/
94
95
96/*!
97	\fn status_t BFileGameSound::Preload()
98	\brief Preload the sound file into memory so that playback won't be delayed.
99
100	\returns A status code, \c B_OK on success or an error code if we were
101			 unable to communicate with the sound port.
102*/
103
104
105/*!
106	\fn void BFileGameSound::FillBuffer(void *inBuffer, size_t inByteCount)
107	\brief Fill a buffer with sound data.
108
109	\param inBuffer The buffer to fill.
110	\param inByteCount The number of bytes to fill buffer with.
111*/
112
113
114/*!
115	\fn status_t BFileGameSound::SetPaused(bool isPaused, bigtime_t rampTime)
116	\brief Pauses playback if \a isPaused is \c true or resumes play if
117		   \a isPaused is \c false.
118
119	\param isPaused \c true to pause playback, \c false to resume playback.
120	\param rampTime Determines how long the change in playback state should
121		   take to complete in microseconds. Set to 0 for an instantaneous
122		   change.
123
124	\returns A status code.
125	\retval B_OK The playback state was updated.
126	\retval EALREADY Already in the requested playback state.
127*/
128
129
130/*!
131	\fn int32 BFileGameSound::IsPaused()
132	\brief Returns the current playback status.
133
134	\returns An integer indicating the current playback status.
135	\retval B_NOT_PAUSED Sound is playing.
136	\retval B_PAUSE_IN_PROGRESS The sound is transitioning to or from a paused state.
137	\retval B_PAUSED Sound is paused.
138*/
139