tcp: Fix 64 bit build with debugging features enabled.
[haiku.git] / src / kits / game / GameSoundDevice.h
blob12323fa369755ea0534f7bcfad331ebc3171ac53
1 //------------------------------------------------------------------------------
2 // Copyright (c) 2001-2002, OpenBeOS
3 //
4 // Permission is hereby granted, free of charge, to any person obtaining a
5 // copy of this software and associated documentation files (the "Software"),
6 // to deal in the Software without restriction, including without limitation
7 // the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 // and/or sell copies of the Software, and to permit persons to whom the
9 // Software is furnished to do so, subject to the following conditions:
11 // The above copyright notice and this permission notice shall be included in
12 // all copies or substantial portions of the Software.
14 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
17 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18 // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
19 // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
20 // DEALINGS IN THE SOFTWARE.
22 // File Name: GameSoundDevice.h
23 // Author: Christopher ML Zumwalt May (zummy@users.sf.net)
24 // Description: Manages the game producer. The class may change with out
25 // notice and was only inteneded for use by the GameKit at
26 // this time. Use at your own risk.
27 //------------------------------------------------------------------------------
29 #ifndef _GAMESOUNDDEVICE_H
30 #define _GAMESOUNDDEVICE_H
32 #include <GameSoundDefs.h>
35 class BMediaNode;
36 class GameSoundBuffer;
37 struct Connection;
39 class BGameSoundDevice {
40 public:
41 BGameSoundDevice();
42 virtual ~BGameSoundDevice();
44 status_t InitCheck() const;
45 virtual const gs_audio_format & Format() const;
46 virtual const gs_audio_format & Format(gs_id sound) const;
48 virtual status_t CreateBuffer(gs_id * sound,
49 const gs_audio_format * format,
50 const void * data,
51 int64 frames);
52 virtual status_t CreateBuffer(gs_id * sound,
53 const void * object,
54 const gs_audio_format * format,
55 size_t inBufferFrameCount = 0,
56 size_t inBufferCount = 0);
57 virtual void ReleaseBuffer(gs_id sound);
59 virtual status_t Buffer(gs_id sound,
60 gs_audio_format * format,
61 void *& data);
63 virtual bool IsPlaying(gs_id sound);
64 virtual status_t StartPlaying(gs_id sound);
65 virtual status_t StopPlaying(gs_id sound);
67 virtual status_t GetAttributes(gs_id sound,
68 gs_attribute * attributes,
69 size_t attributeCount);
70 virtual status_t SetAttributes(gs_id sound,
71 gs_attribute * attributes,
72 size_t attributeCount);
74 protected:
75 void SetInitError(status_t error);
77 gs_audio_format fFormat;
79 private:
80 int32 AllocateSound();
82 status_t fInitError;
84 bool fIsConnected;
86 int32 fSoundCount;
87 GameSoundBuffer ** fSounds;
90 BGameSoundDevice* GetDefaultDevice();
91 void ReleaseDevice();
93 #endif