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4c2bc7e83c
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@691 a95241bf-73f2-0310-859d-f6bbb57e9c96
129 lines
3.8 KiB
C++
129 lines
3.8 KiB
C++
/*******************************************************************************
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/
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/ File: FileGameSound.h
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/
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/ Description: BFileGameSound is a class that streams data out of a file.
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/
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/ Copyright 1999, Be Incorporated, All Rights Reserved
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/
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*******************************************************************************/
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#if !defined(_FILE_GAME_SOUND_H)
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#define _FILE_GAME_SOUND_H
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#include <StreamingGameSound.h>
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class BMediaFile;
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namespace BPrivate {
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class BTrackReader;
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}
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class BFileGameSound : public BStreamingGameSound
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{
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public:
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BFileGameSound(
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const entry_ref * file,
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bool looping = true,
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BGameSoundDevice * device = NULL);
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BFileGameSound(
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const char * file,
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bool looping = true,
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BGameSoundDevice * device = NULL);
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virtual ~BFileGameSound();
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virtual BGameSound * Clone() const;
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virtual status_t StartPlaying();
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virtual status_t StopPlaying();
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status_t Preload(); // if you have stopped and want to start quickly again
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virtual void FillBuffer(
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void * inBuffer,
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size_t inByteCount);
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virtual status_t Perform(int32 selector, void * data);
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virtual status_t SetPaused(
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bool isPaused,
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bigtime_t rampTime);
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enum {
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B_NOT_PAUSED,
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B_PAUSE_IN_PROGRESS,
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B_PAUSED
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};
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int32 IsPaused();
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private:
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BMediaFile * _m_soundFile;
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BPrivate::BTrackReader * _m_trackReader;
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bool _m_looping;
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bool _m_stopping;
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uchar _m_zero;
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uchar _m_reserved_u;
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// cruft for read-ahead goes here
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thread_id _m_streamThread;
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port_id _m_streamPort;
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enum {
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cmdStartPlaying = 1,
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cmdStopPlaying,
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cmdUsedBytes,
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cmdPreload
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};
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int32 _m_loopCount;
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char * _m_buffer;
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size_t _m_bufferSize;
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int32 _m_stopCount;
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int32 _m_pauseState;
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float _m_pauseGain;
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float _m_pausePan;
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static status_t stream_thread(
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void * that);
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void LoadFunc();
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size_t Load(
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size_t & offset,
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size_t bytes);
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void read_data(
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char * dest,
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size_t bytes);
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/* leave these declarations private unless you plan on actually implementing and using them. */
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BFileGameSound();
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BFileGameSound(const BFileGameSound&);
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BFileGameSound& operator=(const BFileGameSound&);
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/* fbc data and virtuals */
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uint32 _reserved_BFileGameSound_[8];
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status_t _Reserved_BFileGameSound_0(int32 arg, ...); /* SetPaused(bool paused, bigtime_t ramp); */
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virtual status_t _Reserved_BFileGameSound_1(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_2(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_3(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_4(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_5(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_6(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_7(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_8(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_9(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_10(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_11(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_12(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_13(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_14(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_15(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_16(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_17(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_18(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_19(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_20(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_21(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_22(int32 arg, ...);
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virtual status_t _Reserved_BFileGameSound_23(int32 arg, ...);
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};
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#endif
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