/* * Copyright 2025 Haiku, Inc. All rights reserved. * Distributed under the terms of the MIT License. * * Authors: * cafeina * * Corresponds to: * headers/os/game/SimpleGameSound.h hrev59228 * src/kits/game/SimpleGameSound.cpp hrev59228 */ /*! \file SimpleGameSound.h \ingroup game \brief Provides the BSimpleGameSound class. */ /*! \class BSimpleGameSound \ingroup game \brief BSimpleGameSound represents a simple sound effect that remains in memory. To use BSimpleGameSound is enough to create an instance of it and then call StartPlaying() to start the playback: \code{.cpp} const char* filename = ... ; BSimpleGameSound* sound = new BGameSound(filename); sound->StartPlaying(); \endcode The \a device parameter in all of the constructors is currently unused and has to be defined as \c NULL. Its base class BGameSound takes care of that by initializing the default sound device. \since BeOS R4.5 */ /*! \fn BSimpleGameSound::BSimpleGameSound(const entry_ref* file, BGameSoundDevice* device = NULL) \brief Creates and initializes a BSimpleGameSound object from a sound file's entry_ref and prepares it to be ready for playback. \param[in] file An entry_ref reference of the sound file. \param[in] device The sound device where the sound should be played. Setting it to \c NULL makes it to use the default sound device. \since BeOS R4.5 */ /*! \fn BSimpleGameSound::BSimpleGameSound(const char* file, BGameSoundDevice* device = NULL) \brief Creates and initializes a BSimpleGameSound object from a sound file path and prepares it to be ready for playback. \param[in] file The filename path of the sound file. \param[in] device The sound device where the sound should be played. Setting it to \c NULL makes it to use the default sound device. \since BeOS R5 */ /*! \fn BSimpleGameSound::BSimpleGameSound(const void* data, size_t frameCount, const gs_audio_format* format, BGameSoundDevice* device = NULL) \brief Creates and initializes a BSimpleGameSound object from a \a data buffer in memory of \a frameCount frames in a \a format. \param[in] data A pointer to the sound data in memory. \param[in] frameCount The number of frames in the sound data. \param[in] format The format of the sound data. \param[in] device The sound device where the sound should be played. Setting it to \c NULL makes it to use the default sound device. \since BeOS R4.5 */ /*! \fn BSimpleGameSound::BSimpleGameSound(const BSimpleGameSound& other) \brief Copy constructor. It creates a deep copy of the sound data in \a other. \param[in] other The other BSimpleGameSound object from where to initialize this instance. \since BeOS R4.5 */ /*! \fn virtual BSimpleGameSound::~BSimpleGameSound() \brief Frees all resources associated with the object. \since BeOS R4.5 */ /*! \fn virtual BGameSound* BSimpleGameSound::Clone() const \brief Returns a copy of this BSimpleGameSound object. \since BeOS R4.5 */ /*! \fn status_t BSimpleGameSound::SetIsLooping(bool looping) \brief Enables or disables the playback looping of the sound. \param[in] looping If it is \c true turns on looping, and if it is \c false turns it off. \retval B_OK The looping was toggled on or off successfully. \retval B_ERROR There was an internal error trying to find the sound data. \sa IsLooping() \since BeOS R4.5 */ /*! \fn bool BSimpleGameSound::IsLooping() const \brief Returns whether looping is enabled or not. \retval true Looping is currently enabled. \retval false Looping is currently disabled. \sa SetIsLooping() \since BeOS R4.5 */