GameSoundBuffer
GameProducer::GameProducer(GameSoundBuffer* object,
status_t StartPlaying(GameSoundBuffer* sound);
status_t StopPlaying(GameSoundBuffer* sound);
bool IsPlaying(GameSoundBuffer* sound) const;
GameSoundBuffer* fObject;
class GameSoundBuffer;
GameProducer(GameSoundBuffer* object,
GameSoundBuffer::Format() const
GameSoundBuffer::IsLooping() const
GameSoundBuffer::SetLooping(bool looping)
GameSoundBuffer::Gain() const
GameSoundBuffer::SetGain(float gain, bigtime_t duration)
GameSoundBuffer::Pan() const
GameSoundBuffer::SetPan(float pan, bigtime_t duration)
GameSoundBuffer::GetAttributes(gs_attribute * attributes,
GameSoundBuffer::SetAttributes(gs_attribute * attributes,
GameSoundBuffer::Play(void * data, int64 frames)
GameSoundBuffer::UpdateMods()
GameSoundBuffer::Reset()
GameSoundBuffer::Connect(media_node * consumer)
GameSoundBuffer::StartPlaying()
GameSoundBuffer::StopPlaying()
GameSoundBuffer::IsPlaying()
GameSoundBuffer(format),
GameSoundBuffer::Reset();
GameSoundBuffer(format),
GameSoundBuffer::GameSoundBuffer(const gs_audio_format * format)
GameSoundBuffer::~GameSoundBuffer()
class StreamingSoundBuffer : public GameSoundBuffer {
class GameSoundBuffer {
GameSoundBuffer(const gs_audio_format* format);
virtual ~GameSoundBuffer();
class SimpleSoundBuffer : public GameSoundBuffer {
GameSoundBuffer ** sounds = new GameSoundBuffer*[fSoundCount + kGrowth];
fSounds = new GameSoundBuffer*[kInitSoundCount];
class GameSoundBuffer;
GameSoundBuffer ** fSounds;