BSimpleGameSound
class BSimpleGameSound : public BGameSound {
BSimpleGameSound(const entry_ref* file,
BSimpleGameSound(const char* file,
BSimpleGameSound(const void* data,
BSimpleGameSound(const BSimpleGameSound& other);
virtual ~BSimpleGameSound();
BSimpleGameSound();
BSimpleGameSound& operator=(const BSimpleGameSound& other);
BSimpleGameSound *clone = new BSimpleGameSound(data, 0, &format, Device());
BSimpleGameSound::Perform(int32 selector, void * data)
BSimpleGameSound::SetIsLooping(bool looping)
BSimpleGameSound::IsLooping() const
BSimpleGameSound::Init(const entry_ref* inFile)
BSimpleGameSound::Init(const void* inData, int64 inFrameCount,
BSimpleGameSound::BSimpleGameSound(const entry_ref *inFile,
BSimpleGameSound::_Reserved_BSimpleGameSound_0(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_1(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_2(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_3(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_4(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_5(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_6(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_7(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_8(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_9(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_10(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_11(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_12(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_13(int32 arg, ...)
BSimpleGameSound::BSimpleGameSound(const char *inFile, BGameSoundDevice *device)
BSimpleGameSound::_Reserved_BSimpleGameSound_14(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_15(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_16(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_17(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_18(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_19(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_20(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_21(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_22(int32 arg, ...)
BSimpleGameSound::_Reserved_BSimpleGameSound_23(int32 arg, ...)
BSimpleGameSound::BSimpleGameSound(const void *inData, size_t inFrameCount,
BSimpleGameSound::BSimpleGameSound(const BSimpleGameSound &other)
BSimpleGameSound::~BSimpleGameSound()
BSimpleGameSound::Clone() const
void SimpleSoundWin::SetSound(BSimpleGameSound * sound)
BSimpleGameSound * sound = new BSimpleGameSound(&file);
void SetSound(BSimpleGameSound* sound);
BSimpleGameSound * fSound;
BSimpleGameSound* s;
s = new BSimpleGameSound((void*)samples, size/2, &format);