GameProducer
GameProducer::DisposeOutputCookie(int32 cookie)
GameProducer::EnableOutput(const media_source& what, bool enabled,
GameProducer::FormatSuggestionRequested(media_type type, int32 /*quality*/,
GameProducer::FormatProposal(const media_source& output, media_format* format)
GameProducer::PrepareToConnect(const media_source& what,
GameProducer::Connect(status_t error, const media_source& source,
GameProducer::Disconnect(const media_source& what,
GameProducer::FormatChangeRequested(const media_source& source,
GameProducer::SetBufferGroup(const media_source& forSource,
GameProducer::GetLatency(bigtime_t* _latency)
GameProducer::LateNoticeReceived(const media_source& what, bigtime_t howMuch,
GameProducer::LatencyChanged(const media_source& source,
GameProducer::SetPlayRate(int32 numerator, int32 denominator)
GameProducer::HandleMessage(int32 message, const void* data, size_t size)
GameProducer::GameProducer(GameSoundBuffer* object,
GameProducer::AdditionalBufferRequested(const media_source& source,
GameProducer::NodeRegistered()
GameProducer::SetRunMode(run_mode mode)
GameProducer::HandleEvent(const media_timed_event* event, bigtime_t lateness,
GameProducer::FillNextBuffer(bigtime_t event_time)
GameProducer::~GameProducer()
GameProducer::AddOn(int32* internal_id) const
GameProducer::GetNextOutput(int32* cookie, media_output* _output)
class GameProducer : public BBufferProducer, public BMediaEventLooper {
GameProducer(GameSoundBuffer* object,
~GameProducer();
fNode = new GameProducer(this, format);
class GameProducer;
GameProducer * fNode;