fSounds
return fSounds[sound - 1]->Format();
fSounds[position] = new SimpleSoundBuffer(format, data, frames);
err = fSounds[position]->Connect(&systemMixer);
fSounds[position] = new StreamingSoundBuffer(format, object,
err = fSounds[position]->Connect(&systemMixer);
if (fSounds[sound - 1]) {
fSounds[sound - 1]->StopPlaying();
delete fSounds[sound - 1];
fSounds[sound - 1] = NULL;
memcpy(format, &fSounds[sound - 1]->Format(), sizeof(gs_audio_format));
if (fSounds[sound - 1]->Data()) {
memcpy(data, fSounds[sound - 1]->Data(), format->buffer_size);
if (!fSounds[sound - 1]->IsPlaying()) {
return fSounds[sound - 1]->StartPlaying();
fSounds[sound - 1]->Reset();
if (fSounds[sound - 1]->IsPlaying()) {
fSounds[sound - 1]->Reset();
return fSounds[sound - 1]->StopPlaying();
return fSounds[sound - 1]->IsPlaying();
if (!fSounds[sound - 1])
return fSounds[sound - 1]->GetAttributes(attributes, attributeCount);
if (!fSounds[sound - 1])
return fSounds[sound - 1]->SetAttributes(attributes, attributeCount);
if (!fSounds[i])
sounds[i] = fSounds[i];
delete [] fSounds;
fSounds = sounds;
fSounds = new GameSoundBuffer*[kInitSoundCount];
fSounds[i] = NULL;
if (fSounds[i])
fSounds[i]->StopPlaying();
delete fSounds[i];
delete[] fSounds;
GameSoundBuffer ** fSounds;
const int n = fSounds.CountItems();
SSound* s = fSounds.ItemAt(i);
fSounds.AddItem(s);
for (int i = 0; i < fSounds.CountItems(); i ++) {
SSound* sound = fSounds.ItemAt(i);
fSounds.SortItems(bySoundId);
BObjectList<SSoundInRange>* Sounds() { return &fSounds; }
BObjectList<SSound> fSounds;
BObjectList<SSoundInRange> fSounds;