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Derived from: BGameSound
Declared in: be/game/SimpleGameSound.h
Library: libgame.so
Allocation: Constructor only
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().
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Prepares the object to play the specified sound. The first form of the constructor preloads the entire sound specified by inFile into memory.
The second form of the constructor accepts in inData a pointer to sound data already in memory. inFrameCount indicates how many frames of audio are in that buffer, and format indicates the format of the audio data.
In both cases, device specifies the sound device that should be used for playing the sound; NULL uses the default sound player.
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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.
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A typical destructor.
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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.
BSoundFile errors. The sound file may be invalid or incompatible.
Other errors. The sound player may return errors.
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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
B_OK. Looping was turned on or off without error.
B_ERROR. The player wasn't initialized properly.
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