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Add BFileGameSound class documentation
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/* | ||
* Copyright 2012 Haiku, Inc. All rights reserved. | ||
* Distributed under the terms of the MIT License. | ||
* | ||
* Authors: | ||
* John Scipione, jscipione@gmail.com | ||
* | ||
* Corresponds to: | ||
* src/kits/game/FileGameSound.cpp hrev45076 | ||
* src/kits/game/FileGameSound.h hrev45076 | ||
*/ | ||
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/*! | ||
\file FileGameSound.h | ||
\brief Provides the FileGameSound class. | ||
*/ | ||
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/*! | ||
\class BFileGameSound | ||
\ingroup game | ||
\ingroup libbe | ||
\brief Provides the ability to playback audio from a sound file on disk. | ||
*/ | ||
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/*! | ||
\fn BFileGameSound::BFileGameSound(const entry_ref *file, bool looping, | ||
BGameSoundDevice *device) | ||
\brief Creates and initializes a BFileGameSound object from an | ||
\c entry_ref allowing you to play the specified sound file. | ||
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If \a looping is \c true, the sound automatically replays from the | ||
beginning once the end is reached. This is useful for playing | ||
background music in a loop. | ||
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You can specify the sound devise to use by setting the \a device | ||
parameter. Setting \a device to \c NULL uses the default sound device. | ||
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\param file The entry ref pointing to the sound file on disk. | ||
\param looping Whether or not to repeat the sound in a loop. | ||
\param device The sound device to use to play the sound, use \c NULL for | ||
default. | ||
*/ | ||
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/*! | ||
\fn BFileGameSound::BFileGameSound(const char *file, bool looping, | ||
BGameSoundDevice *device) | ||
\brief Creates and initializes a BFileGameSound object from a file path | ||
allowing you to play the specified sound file. | ||
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If \a looping is \c true, the sound automatically replays from the | ||
beginning once the end is reached. This is useful for playing | ||
background music in a loop. | ||
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You can specify the sound devise to use by setting the \a device | ||
parameter. Setting \a device to \c NULL uses the default sound device. | ||
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\param file The path of the sound file on disk. | ||
\param looping Whether or not to repeat the sound in a loop. | ||
\param device The sound device to use to play the sound, use \c NULL for | ||
default. | ||
*/ | ||
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/*! | ||
\fn BFileGameSound::~BFileGameSound() | ||
\brief Destroys the BFileGameSound object. | ||
*/ | ||
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/*! | ||
\fn BGameSound* BFileGameSound::Clone() const | ||
\brief Not implemented, always returns \c NULL. | ||
*/ | ||
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/*! | ||
\fn status_t BFileGameSound::StartPlaying() | ||
\brief Plays the sound file. | ||
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\returns A status code, \c B_OK on success or an error code on error. | ||
*/ | ||
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/*! | ||
\fn status_t BFileGameSound::StopPlaying() | ||
\brief Stops playback of the sound file. | ||
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\returns A status code, \c B_OK on success or an error code on error. | ||
*/ | ||
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/*! | ||
\fn status_t BFileGameSound::Preload() | ||
\brief Preload the sound file into memory so that playback won't be delayed. | ||
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\returns A status code, \c B_OK on success or an error code if we were | ||
unable to communicate with the sound port. | ||
*/ | ||
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/*! | ||
\fn void BFileGameSound::FillBuffer(void *inBuffer, size_t inByteCount) | ||
\brief Fill a buffer with sound data. | ||
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\param inBuffer The buffer to fill. | ||
\param inByteCount The number of bytes to fill buffer with. | ||
*/ | ||
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/*! | ||
\fn status_t BFileGameSound::SetPaused(bool isPaused, bigtime_t rampTime) | ||
\brief Pauses playback if \a isPaused is \c true or resumes play if | ||
\a isPaused is \c false. | ||
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\param isPaused \c true to pause playback, \c false to resume playback. | ||
\param rampTime Determines how long the change in playback state should | ||
take to complete in microseconds. Set to 0 for an instantaneous | ||
change. | ||
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\returns A status code indicating the current playback status. | ||
\retval B_OK The operating was successful. | ||
\retval EALREADY Already in the requested playback state. | ||
*/ |