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Derived from: BGameSound
Declared in: be/game/SimpleGameSound.h
Library: libgame.so
Allocation: Constructor only
Summary: more...
The BSimpleGameSound class represents simple sound effects that don't change, and remain in memory.
Using BSimpleGameSound is, well, simple:
BSimpleGameSound *mysound = new BSimpleGameSound("soundfile.wav");
...
mysound.StartPlaying();
This snippet uses BSimpleGameSound to create an object that can be used to play the sound effect in the file "soundfile.wav". Playing the sound is as simple as calling StartPlaying().
In the current version of the BeOS, when you clone a BSimpleGameSound, the sound data buffer is also cloned, so you'll have multiple copies of the sound effect in memory. Keep this in mind as you write your code, as you can rapidly use a lot of memory this way.
BSimpleGameSound() |
BSimpleGameSound(const entry_ref *inFile,
BGameSoundDevice *device = NULL)
BSimpleGameSound(const char *inFile,
BGameSoundDevice *device = NULL)
BSimpleGameSound(const void *inData, size_t inFrameCount,
const gs_audio_format *format,
BGameSoundDevice *device = NULL)
BSimpleGameSound(const BSimpleGameSound &other)Prepares the object to play the specified sound. The first form of the constructor preloads the entire sound specified by inFile into memory, while the second accepts a inFile as a pathname string.
The third form takes inData as a pointer to sound data already in memory; this sound data is copied into a buffer owned by the BSimpleGameSound object; once the constructor returns, you can delete the original data if you wish. The data is copied since some sound cards have an onboard sound buffer, and the API allows support for these devices (whether or not drivers exist that do this is another story).
inFrameCount indicates how many frames of audio are in that buffer, and format indicates the format of the audio data. The size of the Media Kit buffers used by the object is determined by the gs_audio_format structure's buffer_size field. If the value this field is zero, the Game Kit determines an appropriate buffer size for you.
In both cases, device specifies the sound device that should be used for playing the sound; NULL uses the default sound player.
Currently, device must always be NULL.
The final form of the constructor duplicates another BSimpleGameSound object.
After instantiating the BSimpleGameSound object, you should call InitCheck() to determine whether or not the sound was successfully created.
~BSimpleGameSound |
virtual ~BSimpleGameSound() A typical destructor.
InitCheck() |
status_t InitCheck(void) const Returns a status_t indicating whether or not the object was successfully instantiated.
RETURN CODES
- B_OK. The sound was successfully initialized.
- B_ERROR. Unable to create a sound player.
- B_NO_MEMORY. Can't get enough memory to preload the sound.
- Other errors. The sound player may return errors.
SetIsLooping() , IsLooping() |
status_t SetIsLooping(bool looping) bool IsLooping(void) const SetIsLooping() turns looping of the sound on if looping is true, or off if looping is false.
IsLooping() returns a flag indicating whether or not looping is currently enabled.
RETURN CODES
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