BFileGameSound
class BFileGameSound : public BStreamingGameSound {
BFileGameSound(const entry_ref* file,
BFileGameSound(const char* file,
BFileGameSound(BDataIO* data,
virtual ~BFileGameSound();
BFileGameSound();
BFileGameSound(const BFileGameSound& other);
BFileGameSound& operator=(const BFileGameSound& other);
BFileGameSound::BFileGameSound(BDataIO* data, bool looping,
BFileGameSound::~BFileGameSound()
BFileGameSound::Clone() const
BFileGameSound::StartPlaying()
BFileGameSound::StopPlaying()
BFileGameSound::Preload()
BFileGameSound::FillBuffer(void* inBuffer, size_t inByteCount)
BFileGameSound::Perform(int32 selector, void* data)
BFileGameSound::SetPaused(bool isPaused, bigtime_t rampTime)
BFileGameSound::IsPaused()
BFileGameSound::Init(BDataIO* data)
BFileGameSound::Load()
BFileGameSound::Read(void* buffer, size_t bytes)
BFileGameSound::_Reserved_BFileGameSound_0(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_1(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_2(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_3(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_4(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_5(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_6(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_7(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_8(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_9(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_10(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_11(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_12(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_13(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_14(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_15(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_16(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_17(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_18(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_19(int32 arg, ...)
BFileGameSound::BFileGameSound(const entry_ref* file, bool looping,
BFileGameSound::_Reserved_BFileGameSound_20(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_21(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_22(int32 arg, ...)
BFileGameSound::_Reserved_BFileGameSound_23(int32 arg, ...)
BFileGameSound::BFileGameSound(const char* file, bool looping,
fPlayer = new BFileGameSound(&ref, false);
BFileGameSound* fPlayer;
fSoundFile = new BFileGameSound(&ref, false);
BFileGameSound* fSoundFile;
fileSound = new BFileGameSound(&fileref,loop);
if (pausedValue != BFileGameSound::B_PAUSE_IN_PROGRESS)
BFileGameSound *fileSound;
BFileGameSound snd(file, loop);