1//------------------------------------------------------------------------------
2//	Copyright (c) 2001-2002, Haiku
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:
10//
11//	The above copyright notice and this permission notice shall be included in
12//	all copies or substantial portions of the Software.
13//
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.
21//
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//------------------------------------------------------------------------------
28
29#ifndef _GAMESOUNDDEVICE_H
30#define _GAMESOUNDDEVICE_H
31
32#include <GameSoundDefs.h>
33
34
35class BMediaNode;
36class GameSoundBuffer;
37struct Connection;
38
39class BGameSoundDevice {
40public:
41									BGameSoundDevice();
42	virtual							~BGameSoundDevice();
43
44	status_t						InitCheck() const;
45	virtual const gs_audio_format &	Format() const;
46	virtual const gs_audio_format &	Format(gs_id sound) const;
47
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);
58
59	virtual status_t				Buffer(gs_id sound,
60										gs_audio_format * format,
61										void *& data);
62
63	virtual	bool					IsPlaying(gs_id sound);
64	virtual	status_t				StartPlaying(gs_id sound);
65	virtual status_t				StopPlaying(gs_id sound);
66
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);
73
74protected:
75			void					SetInitError(status_t error);
76
77			gs_audio_format			fFormat;
78
79private:
80			int32					AllocateSound();
81
82			status_t				fInitError;
83
84			bool					fIsConnected;
85
86			int32					fSoundCount;
87			GameSoundBuffer **		fSounds;
88};
89
90BGameSoundDevice* 	GetDefaultDevice();
91void				ReleaseDevice();
92
93#endif
94