#ifndef _GAMESOUNDDEVICE_H
#define _GAMESOUNDDEVICE_H
#include <GameSoundDefs.h>
class BMediaNode;
class GameSoundBuffer;
struct Connection;
class BGameSoundDevice {
public:
static BGameSoundDevice* GetDefaultDevice();
static void ReleaseDevice();
public:
BGameSoundDevice();
virtual ~BGameSoundDevice();
status_t InitCheck() const;
virtual const gs_audio_format & Format() const;
virtual const gs_audio_format & Format(gs_id sound) const;
virtual status_t CreateBuffer(gs_id * sound,
const gs_audio_format * format,
const void * data,
int64 frames);
virtual status_t CreateBuffer(gs_id * sound,
const void * object,
const gs_audio_format * format,
size_t inBufferFrameCount = 0,
size_t inBufferCount = 0);
virtual void ReleaseBuffer(gs_id sound);
virtual status_t Buffer(gs_id sound,
gs_audio_format * format,
void *& data);
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,
gs_attribute * attributes,
size_t attributeCount);
virtual status_t SetAttributes(gs_id sound,
gs_attribute * attributes,
size_t attributeCount);
protected:
void SetInitError(status_t error);
gs_audio_format fFormat;
private:
int32 AllocateSound();
status_t fInitError;
bool fIsConnected;
int32 fSoundCount;
GameSoundBuffer ** fSounds;
};
#endif