fSound
gs_id fSound;
(fSound.InitCheck() == B_OK ? C_VIDEO_IN_HAS_SOUND : 0);
if( fSound.InitCheck() == B_OK )
fSound.SetEnable(true);
if( fSound.InitCheck() == B_OK )
fSound.SetEnable(false);
fSound(fI2CPort),
CMSP3430 fSound;
return fDevice->IsPlaying(fSound);
fDevice->StopPlaying(fSound);
return fDevice->SetAttributes(fSound, &attribute, 1);
return fDevice->SetAttributes(fSound, &attribute, 1);
if (fDevice->GetAttributes(fSound, &attribute, 1) != B_OK)
if (fDevice->GetAttributes(fSound, &attribute, 1) != B_OK)
return fDevice->SetAttributes(fSound, inAttributes, inAttributeCount);
return fDevice->GetAttributes(fSound, outAttributes, inAttributeCount);
if (fSound < 0)
fSound = handle;
if (fSound)
fDevice->ReleaseBuffer(fSound);
fSound = other.fSound;
fSound(-1)
fSound(-1)
if (fSound >= 0)
fDevice->ReleaseBuffer(fSound);
return fSound;
return fDevice->Format(fSound);
fDevice->StartPlaying(fSound);
delete fSound;
fSound->StartPlaying();
fSound->StopPlaying();
fSound->SetGain(fGain->Position(), ramp);
fSound->SetPan(pos / 100.0, ramp);
fSound->SetIsLooping(fLoop->Value() == B_CONTROL_ON);
delete fSound;
fSound = sound;
fSound(NULL),
BSimpleGameSound * fSound;
SSound* fSound;
SSound* Sound() const { return fSound; }