1 /* 2 * Copyright 2001-2002, Haiku Inc. All Rights Reserved. 3 * Distributed under the terms of the MIT License. 4 * 5 * Author: 6 * Christopher ML Zumwalt May (zummy@users.sf.net) 7 */ 8 #ifndef _GAME_SOUND_DEFS_H 9 #define _GAME_SOUND_DEFS_H 10 11 12 #include <SupportDefs.h> 13 14 15 typedef int32 gs_id; 16 17 #define B_GS_CUR_API_VERSION B_BEOS_VERSION 18 #define B_GS_MIN_API_VERSION 0x100 19 20 // invalid sound handle 21 #define B_GS_INVALID_SOUND ((gs_id)-1) 22 23 // gs_id for the main mix buffer 24 #define B_GS_MAIN_SOUND ((gs_id)-2) 25 26 27 enum { 28 B_GS_BAD_HANDLE = -99999, 29 B_GS_NO_SOUNDS, 30 B_GS_NO_HARDWARE, 31 B_GS_ALREADY_COMMITTED, 32 B_GS_READ_ONLY_VALUE 33 }; 34 35 36 struct gs_audio_format { 37 // same as media_raw_audio_format 38 enum format { // for "format" 39 B_GS_U8 = 0x11, // 128 == mid, 1 == bottom, 255 == top 40 B_GS_S16 = 0x2, // 0 == mid, -32767 == bottom, +32767 == top 41 B_GS_F = 0x24, // 0 == mid, -1.0 == bottom, 1.0 == top 42 B_GS_S32 = 0x4 // 0 == mid, 0x80000001 == bottom, 43 // 0x7fffffff == top 44 }; 45 float frame_rate; 46 uint32 channel_count; // 1 or 2, mostly 47 uint32 format; // for compressed formats, go to 48 // 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 enum gs_attributes { 55 B_GS_NO_ATTRIBUTE = 0, // when there is no attribute 56 B_GS_MAIN_GAIN = 1, // 0 == 0 dB, -6.0 == -6 dB (gs_id ignored) 57 B_GS_CD_THROUGH_GAIN, // 0 == 0 dB, -12.0 == -12 dB (gs_id ignored) 58 // but which CD? 59 B_GS_GAIN = 128, // 0 == 0 dB, -1.0 == -1 dB, +10.0 == +10 dB 60 B_GS_PAN, // 0 == middle, -1.0 == left, +1.0 == right 61 B_GS_SAMPLING_RATE, // 44100.0 == 44.1 kHz 62 B_GS_LOOPING, // 0 == no 63 B_GS_FIRST_PRIVATE_ATTRIBUTE = 90000, 64 B_GS_FIRST_USER_ATTRIBUTE = 100000 65 }; 66 67 68 struct gs_attribute { 69 int32 attribute; // which attribute 70 bigtime_t duration; // how long of time to ramp over for the change 71 float value; // where the value stops changing 72 uint32 flags; // whatever flags are for the attribute 73 }; 74 75 76 struct gs_attribute_info { 77 int32 attribute; 78 float granularity; 79 float minimum; 80 float maximum; 81 }; 82 83 84 #endif // _GAME_SOUND_DEFS_H 85