Restore the "GPL licensing not permitted" in GLUT license headers.
[haiku.git] / headers / os / game / GameSoundDefs.h
blob049a3dea5f350989e258f3ef7f33f2b6021c9d84
1 /*
2 * Copyright 2001-2002, Haiku Inc. All Rights Reserved.
3 * Distributed under the terms of the MIT License.
5 * Author:
6 * Christopher ML Zumwalt May (zummy@users.sf.net)
7 */
8 #ifndef _GAME_SOUND_DEFS_H
9 #define _GAME_SOUND_DEFS_H
12 #include <SupportDefs.h>
15 typedef int32 gs_id;
17 #define B_GS_CUR_API_VERSION B_BEOS_VERSION
18 #define B_GS_MIN_API_VERSION 0x100
20 // invalid sound handle
21 #define B_GS_INVALID_SOUND ((gs_id)-1)
23 // gs_id for the main mix buffer
24 #define B_GS_MAIN_SOUND ((gs_id)-2)
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
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
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
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
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
76 struct gs_attribute_info {
77 int32 attribute;
78 float granularity;
79 float minimum;
80 float maximum;
84 #endif // _GAME_SOUND_DEFS_H