1 /******************************************************************************* 2 / 3 / File: GameSoundDefs.h 4 / 5 / Description: Definitions of common types and constants for the gamesound kit. 6 / 7 / Copyright 1999, Be Incorporated, All Rights Reserved 8 / 9 *******************************************************************************/ 10 11 #if !defined(_GAME_SOUND_DEFS_H) 12 #define _GAME_SOUND_DEFS_H 13 14 #include <SupportDefs.h> 15 16 typedef int32 gs_id; 17 18 #define B_GS_CUR_API_VERSION B_BEOS_VERSION 19 #define B_GS_MIN_API_VERSION 0x100 20 21 // invalid sound handle 22 #define B_GS_INVALID_SOUND ((gs_id)-1) 23 24 // gs_id for the main mix buffer 25 #define B_GS_MAIN_SOUND ((gs_id)-2) 26 27 28 enum //fixme renumber to real error messages 29 { 30 B_GS_BAD_HANDLE = -99999, 31 B_GS_NO_SOUNDS, 32 B_GS_NO_HARDWARE, 33 B_GS_ALREADY_COMMITTED, 34 B_GS_READ_ONLY_VALUE 35 }; 36 37 38 struct gs_audio_format 39 { /* same as media_raw_audio_format */ 40 enum format { /* for "format" */ 41 B_GS_U8 = 0x11, /* 128 == mid, 1 == bottom, 255 == top */ 42 B_GS_S16 = 0x2, /* 0 == mid, -32767 == bottom, +32767 == top */ 43 B_GS_F = 0x24, /* 0 == mid, -1.0 == bottom, 1.0 == top */ 44 B_GS_S32 = 0x4 /* 0 == mid, 0x80000001 == bottom, 0x7fffffff == top */ 45 }; 46 float frame_rate; 47 uint32 channel_count; /* 1 or 2, mostly */ 48 uint32 format; /* for compressed formats, go to media_encoded_audio_format */ 49 uint32 byte_order; /* 2 for little endian, 1 for big endian */ 50 size_t buffer_size; /* size of each buffer -- NOT GUARANTEED */ 51 }; 52 53 54 // 55 enum gs_attributes 56 { 57 B_GS_NO_ATTRIBUTE = 0, // when there is no attribute 58 B_GS_MAIN_GAIN = 1, // 0 == 0 dB, -6.0 == -6 dB (gs_id ignored) 59 B_GS_CD_THROUGH_GAIN, // 0 == 0 dB, -12.0 == -12 dB (gs_id ignored) 60 // but which CD? 61 B_GS_GAIN = 128, // 0 == 0 dB, -1.0 == -1 dB, +10.0 == +10 dB 62 B_GS_PAN, // 0 == middle, -1.0 == left, +1.0 == right 63 B_GS_SAMPLING_RATE, // 44100.0 == 44.1 kHz 64 B_GS_LOOPING, // 0 == no 65 B_GS_FIRST_PRIVATE_ATTRIBUTE = 90000, 66 B_GS_FIRST_USER_ATTRIBUTE = 100000 67 }; 68 struct gs_attribute 69 { 70 int32 attribute; // which attribute 71 bigtime_t duration; // how long of time to ramp over for the change 72 float value; // where the value stops changing 73 uint32 flags; // whatever flags are for the attribute 74 }; 75 struct gs_attribute_info 76 { 77 int32 attribute; 78 float granularity; 79 float minimum; 80 float maximum; 81 }; 82 83 84 #endif // _GAME_SOUND_DEFS_H 85