haiku/docs/user/game/GameSound.dox
cafeina 102726ea26 Haiku Book: Added GameSound, Shelf
Change-Id: I1377ab80e7128a5406bf9f0523564e5e7f9e9f1b
Reviewed-on: https://review.haiku-os.org/c/haiku/+/8624
Reviewed-by: Adrien Destugues <pulkomandy@pulkomandy.tk>
Haiku-Format: Haiku-format Bot <no-reply+haikuformatbot@haiku-os.org>
Tested-by: Commit checker robot <no-reply+buildbot@haiku-os.org>
2024-12-22 08:40:35 +00:00

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/*
* Copyright 2024 Haiku, Inc. All rights reserved.
* Distributed under the terms of the MIT License.
*
* Authors:
* cafeina, cafeina@world
*
* Corresponds to:
* headers/os/game/GameSound.h hrev58367
* src/kits/game/GameSound.cpp hrev58367
*/
/*!
\file GameSound.h
\ingroup game
\ingroup libbe
\brief Provides the BGameSound base class.
*/
/*!
\class BGameSound
\ingroup game
\ingroup libbe
\brief BGameSound is the base class used in the other sound classes in
the kit.
This class is not meant to be used directly. Any of the derived classes
should be used instead.
\since BeOS R4.5
*/
/*!
\fn BGameSound::BGameSound(BGameSoundDevice* device = NULL)
\brief Creates a BGameSound object.
The \a device parameter is currently unused and has to be defined as \c NULL.
Currently the class itself will retrieve the default device.
\param[in] device The sound device to be used.
\since BeOS R4.5
*/
/*!
\fn virtual BGameSound::~BGameSound()
\brief Destroys the BGameSound object and frees the memory it uses.
It releases any buffer connected to the game sound device and then
releases the device itself.
\since BeOS R4.5
*/
/*!
\fn virtual BGameSound* BGameSound::Clone() = 0
\brief Pure virtual method to create a copy of the BGameSound object.
\since BeOS R4.5
*/
/*!
\fn status_t BGameSound::InitCheck() const
\brief Verifies if the BGameSound object was successfully initialized.
\since BeOS R4.5
*/
/*!
\fn BGameSoundDevice* BGameSound::Device() const
\brief Returns a pointer to the sound playback device.
\since BeOS R4.5
*/
/*!
\fn gs_id BGameSound::ID() const
\brief Returns the identifier of the sound associated with the BGameSound
object.
\since BeOS R4.5
*/
/*!
\fn const gs_audio_format& BGameSound::Format() const
\brief Returns a gs_audio_format struct instance with the format of the sound
associated with the BGameSound object.
\since BeOS R4.5
*/
/*!
\name Playback
*/
//! @{
/*!
\fn virtual status_t BGameSound::StartPlaying()
\brief Plays the sound in the playback device.
\retval B_OK Playback started successfully.
\since BeOS R4.5
*/
/*!
\fn virtual bool BGameSound::IsPlaying()
\brief Checks whether the sound is being played or not in the playback
device.
\retval true The sound is currently being played.
\retval false The sound is not being played.
\since BeOS R4.5
*/
/*!
\fn virtual status_t BGameSound::StopPlaying()
\brief Stops the playback of a sound currently playing.
\retval B_OK The sound stopped playing.
\since BeOS R4.5
*/
//! @}
/*!
\name Sound Attributes
*/
//! @{
/*!
\fn status_t BGameSound::SetGain(float gain, bigtime_t duration = 0)
\brief Sets the gain of the sound, that is, the amount of amplification of the
input signal.
The \a gain is represented as a proportion, from 0.0 as the lowest to 1.0 as
the highest level of gain.
A non-zero \a duration makes the transition from the current gain to the new
gain take place over time in the amount set (in microseconds). If it is \c 0,
the change occurs immediately instead.
\param[in] gain Level of sound gain.
\param[in] duration Duration of transition from the older gain level to the
newer level.
\retval B_OK The gain was applied successfully.
\retval B_BAD_VALUE An out-of-bounds value for the gain was provided
(not being 0.0 <= gain <= 1.0).
\since BeOS R4.5
*/
/*!
\fn status_t BGameSound::SetPan(float pan, bigtime_t duration = 0)
\brief Sets the panning of the sound, that is, the distribution of the audio
signal anywhere in the stereophonic sound field.
A value of \a pan of -1.0 sets the sound at the most left side, 0.0 at the
front, and 1.0 at the most right side.
A non-zero \a duration makes the transition from the current pan to the new
pan take place over time in the amount set (in microseconds). If it is \c 0,
the change occurs immediately instead.
\param[in] pan Level of panning.
\param[in] duration Duration of transition from the older panning value to
the newer value.
\retval B_OK The pan was applied successfully.
\retval B_ERROR The BGameSound's sound was not initialized.
\retval B_BAD_VALUE An out-of-bounds value for the pan was provided
(not being -1.0 <= pan <= 1.0).
\since BeOS R4.5
*/
/*!
\fn float BGameSound::Gain()
\brief Retrieves the current level of gain of the sound.
If there is no sound initialized, by default it returns 0.0.
\since BeOS R4.5
*/
/*!
\fn float BGameSound::Pan()
\brief Retrieves the current value of panning of the sound.
If there is no sound initialized, by default it returns 0.0.
\since BeOS R4.5
*/
/*!
\fn virtual status_t BGameSound::SetAttributes(gs_attribute* attributes, size_t attributeCount)
\brief Sets the attributes for the current sound.
\param[in] attributes An array of the group of attributes to be applied to the
sound.
\param[in] attributeCount The number of those attributes.
\retval B_OK The attributes were applied successfully, or no error.
\retval B_ERROR The BGameSound's sound was not initialized.
\retval others Depending on the type of attribute.
\since BeOS R4.5
*/
/*!
\fn virtual status_t BGameSound::GetAttributes(gs_attribute* attributes, size_t attributeCount)
\brief Retrieves the attributes of the current sound.
\a attributes is a pre-allocated array of gs_attribute structures, with the
"attribute" field of each one pre-filled with the desired attribute's
identifier, for which the information is going to be retrieved.
\param[out] attributes The gs_attribute list where to save the attributes.
\param[in] attributeCount The number of items in the \a attributes list.
\retval B_OK The attributes were retrieved successfully.
\retval B_ERROR The BGameSound's sound was not initialized.
\since BeOS R4.5
*/