BGameSound
virtual BGameSound* Clone() const;
class BGameSound {
BGameSound(BGameSoundDevice* device = NULL);
virtual ~BGameSound();
virtual BGameSound* Clone() const = 0;
BGameSound(const BGameSound& other);
BGameSound& operator=(const BGameSound& other);
BGameSound();
virtual BGameSound* Clone() const;
class BSimpleGameSound : public BGameSound {
virtual BGameSound* Clone() const;
class BStreamingGameSound : public BGameSound
virtual BGameSound* Clone() const;
BGameSound*
return BGameSound::Init(sound);
BGameSound::StopPlaying()
BGameSound::SetGain(float gain, bigtime_t duration)
BGameSound::SetPan(float pan, bigtime_t duration)
BGameSound::Gain()
BGameSound::Pan()
BGameSound::SetAttributes(gs_attribute *inAttributes, size_t inAttributeCount)
BGameSound::GetAttributes(gs_attribute *outAttributes, size_t inAttributeCount)
BGameSound::Perform(int32 selector,
BGameSound::operator new(size_t size)
BGameSound::operator new(size_t size, const std::nothrow_t &nt) throw()
BGameSound::operator delete(void *ptr)
BGameSound::operator delete(void *ptr, const std::nothrow_t &nt) throw()
BGameSound::SetMemoryPoolSize(size_t in_poolSize)
BGameSound::LockMemoryPool(bool in_lockInCore)
BGameSound::SetMaxSoundCount(int32 in_maxCount)
BGameSound::SetInitError(status_t in_initError)
BGameSound::BGameSound(BGameSoundDevice *device)
BGameSound::Init(gs_id handle)
BGameSound &
BGameSound::operator=(const BGameSound &other)
BGameSound::_Reserved_BGameSound_0(int32 arg, ...)
BGameSound::_Reserved_BGameSound_1(int32 arg, ...)
BGameSound::_Reserved_BGameSound_2(int32 arg, ...)
BGameSound::_Reserved_BGameSound_3(int32 arg, ...)
BGameSound::_Reserved_BGameSound_4(int32 arg, ...)
BGameSound::_Reserved_BGameSound_5(int32 arg, ...)
BGameSound::_Reserved_BGameSound_6(int32 arg, ...)
BGameSound::_Reserved_BGameSound_7(int32 arg, ...)
BGameSound::_Reserved_BGameSound_8(int32 arg, ...)
BGameSound::_Reserved_BGameSound_9(int32 arg, ...)
BGameSound::_Reserved_BGameSound_10(int32 arg, ...)
BGameSound::_Reserved_BGameSound_11(int32 arg, ...)
BGameSound::BGameSound(const BGameSound &other)
BGameSound::_Reserved_BGameSound_12(int32 arg, ...)
BGameSound::_Reserved_BGameSound_13(int32 arg, ...)
BGameSound::_Reserved_BGameSound_14(int32 arg, ...)
BGameSound::_Reserved_BGameSound_15(int32 arg, ...)
BGameSound::_Reserved_BGameSound_16(int32 arg, ...)
BGameSound::_Reserved_BGameSound_17(int32 arg, ...)
BGameSound::_Reserved_BGameSound_18(int32 arg, ...)
BGameSound::_Reserved_BGameSound_19(int32 arg, ...)
BGameSound::_Reserved_BGameSound_20(int32 arg, ...)
BGameSound::_Reserved_BGameSound_21(int32 arg, ...)
BGameSound::_Reserved_BGameSound_22(int32 arg, ...)
BGameSound::_Reserved_BGameSound_23(int32 arg, ...)
BGameSound::_Reserved_BGameSound_24(int32 arg, ...)
BGameSound::_Reserved_BGameSound_25(int32 arg, ...)
BGameSound::_Reserved_BGameSound_26(int32 arg, ...)
BGameSound::_Reserved_BGameSound_27(int32 arg, ...)
BGameSound::_Reserved_BGameSound_28(int32 arg, ...)
BGameSound::_Reserved_BGameSound_29(int32 arg, ...)
BGameSound::~BGameSound()
BGameSound::_Reserved_BGameSound_30(int32 arg, ...)
BGameSound::_Reserved_BGameSound_31(int32 arg, ...)
BGameSound::_Reserved_BGameSound_32(int32 arg, ...)
BGameSound::_Reserved_BGameSound_33(int32 arg, ...)
BGameSound::_Reserved_BGameSound_34(int32 arg, ...)
BGameSound::_Reserved_BGameSound_35(int32 arg, ...)
BGameSound::_Reserved_BGameSound_36(int32 arg, ...)
BGameSound::_Reserved_BGameSound_37(int32 arg, ...)
BGameSound::_Reserved_BGameSound_38(int32 arg, ...)
BGameSound::_Reserved_BGameSound_39(int32 arg, ...)
BGameSound::_Reserved_BGameSound_40(int32 arg, ...)
BGameSound::_Reserved_BGameSound_41(int32 arg, ...)
BGameSound::_Reserved_BGameSound_42(int32 arg, ...)
BGameSound::_Reserved_BGameSound_43(int32 arg, ...)
BGameSound::InitCheck() const
BGameSound::_Reserved_BGameSound_44(int32 arg, ...)
BGameSound::_Reserved_BGameSound_45(int32 arg, ...)
BGameSound::_Reserved_BGameSound_46(int32 arg, ...)
BGameSound::_Reserved_BGameSound_47(int32 arg, ...)
BGameSound::Device() const
BGameSound::ID() const
BGameSound::Format() const
BGameSound::StartPlaying()
BGameSound::IsPlaying()
BGameSound *
BGameSound::Init(sound);
BGameSound(device)
BGameSound(device)
BGameSound(device)
BGameSound(other)
BGameSound *
return BGameSound::SetAttributes(inAttributes, inAttributeCount);
return BGameSound::Init(sound);
BGameSound(device),
BGameSound(device),
BGameSound *