gs_id
gs_id fSound;
gs_id ID() const;
status_t Init(gs_id handle);
#define B_GS_INVALID_SOUND ((gs_id)-1)
#define B_GS_MAIN_SOUND ((gs_id)-2)
gs_id sound;
gs_id sound;
BGameSound::Init(gs_id handle)
gs_id
BGameSoundDevice::Format(gs_id sound) const
BGameSoundDevice::CreateBuffer(gs_id* sound, const gs_audio_format* format,
*sound = gs_id(position + 1);
BGameSoundDevice::CreateBuffer(gs_id* sound, const void* object,
*sound = gs_id(position + 1);
BGameSoundDevice::ReleaseBuffer(gs_id sound)
BGameSoundDevice::Buffer(gs_id sound, gs_audio_format* format, void*& data)
BGameSoundDevice::StartPlaying(gs_id sound)
BGameSoundDevice::StopPlaying(gs_id sound)
BGameSoundDevice::IsPlaying(gs_id sound)
BGameSoundDevice::GetAttributes(gs_id sound, gs_attribute* attributes,
BGameSoundDevice::SetAttributes(gs_id sound, gs_attribute* attributes,
virtual const gs_audio_format & Format(gs_id sound) const;
virtual status_t CreateBuffer(gs_id * sound,
virtual status_t CreateBuffer(gs_id * sound,
virtual void ReleaseBuffer(gs_id sound);
virtual status_t Buffer(gs_id sound,
virtual bool IsPlaying(gs_id sound);
virtual status_t StartPlaying(gs_id sound);
virtual status_t StopPlaying(gs_id sound);
virtual status_t GetAttributes(gs_id sound,
virtual status_t SetAttributes(gs_id sound,
gs_id sound;
gs_id sound;