xref: /haiku/headers/os/game/GameSoundDefs.h (revision 2600324b57fa31cdea1627d584d314f2a579c4a8)
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21 //
22 //	File Name:		GameSound.cpp
23 //	Author:			Christopher ML Zumwalt May (cdzumwalt@dsl-only.net)
24 //	Description:	Declarations for game sounds
25 //------------------------------------------------------------------------------
26 
27 #if !defined(_GAME_SOUND_DEFS_H)
28 #define _GAME_SOUND_DEFS_H
29 
30 #include <SupportDefs.h>
31 
32 typedef int32 gs_id;
33 
34 #define B_GS_CUR_API_VERSION B_BEOS_VERSION
35 #define B_GS_MIN_API_VERSION 0x100
36 
37 //	invalid sound handle
38 #define B_GS_INVALID_SOUND ((gs_id)-1)
39 
40 //	gs_id for the main mix buffer
41 #define B_GS_MAIN_SOUND ((gs_id)-2)
42 
43 
44 enum	//fixme	renumber to real error messages
45 {
46 	B_GS_BAD_HANDLE = -99999,
47 	B_GS_NO_SOUNDS,
48 	B_GS_NO_HARDWARE,
49 	B_GS_ALREADY_COMMITTED,
50 	B_GS_READ_ONLY_VALUE
51 };
52 
53 
54 struct gs_audio_format
55 {		/* same as media_raw_audio_format */
56 	enum format {	/* for "format" */
57 		B_GS_U8 = 0x11,			/* 128 == mid, 1 == bottom, 255 == top */
58 		B_GS_S16 = 0x2,			/* 0 == mid, -32767 == bottom, +32767 == top */
59 		B_GS_F = 0x24,			/* 0 == mid, -1.0 == bottom, 1.0 == top */
60 		B_GS_S32 = 0x4			/* 0 == mid, 0x80000001 == bottom, 0x7fffffff == top */
61 	};
62 	float		frame_rate;
63 	uint32		channel_count;		/* 1 or 2, mostly */
64 	uint32		format;				/* for compressed formats, go to media_encoded_audio_format */
65 	uint32		byte_order;			/* 2 for little endian, 1 for big endian */
66 	size_t		buffer_size;		/* size of each buffer -- NOT GUARANTEED */
67 };
68 
69 
70 //
71 enum gs_attributes
72 {
73 	B_GS_NO_ATTRIBUTE = 0,			//	when there is no attribute
74 	B_GS_MAIN_GAIN = 1,				//	0 == 0 dB, -6.0 == -6 dB (gs_id ignored)
75 	B_GS_CD_THROUGH_GAIN,			//	0 == 0 dB, -12.0 == -12 dB (gs_id ignored)
76 										//	but which CD?
77 	B_GS_GAIN = 128,				//	0 == 0 dB, -1.0 == -1 dB, +10.0 == +10 dB
78 	B_GS_PAN,						//	0 == middle, -1.0 == left, +1.0 == right
79 	B_GS_SAMPLING_RATE,				//	44100.0 == 44.1 kHz
80 	B_GS_LOOPING,					//	0 == no
81 	B_GS_FIRST_PRIVATE_ATTRIBUTE = 90000,
82 	B_GS_FIRST_USER_ATTRIBUTE = 100000
83 };
84 struct gs_attribute
85 {
86 		int32		attribute;		//	which attribute
87 		bigtime_t	duration;		//	how long of time to ramp over for the change
88 		float		value;			//	where the value stops changing
89 		uint32		flags;			//	whatever flags are for the attribute
90 };
91 struct gs_attribute_info
92 {
93 		int32		attribute;
94 		float		granularity;
95 		float		minimum;
96 		float		maximum;
97 };
98 
99 
100 #endif	//	_GAME_SOUND_DEFS_H
101