xref: /haiku/headers/os/game/GameSoundDefs.h (revision f46308c92afac150a48e75fbcc52c2a1436b43ff)
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