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1 | ///////////////////////////////////////////////////////////////////////////// | |
2 | // Name: sound.h | |
3 | // Purpose: interface of wxSound | |
4 | // Author: wxWidgets team | |
5 | // RCS-ID: $Id$ | |
6 | // Licence: wxWindows licence | |
7 | ///////////////////////////////////////////////////////////////////////////// | |
8 | ||
9 | /** | |
10 | @class wxSound | |
11 | ||
12 | This class represents a short sound (loaded from Windows WAV file), that | |
13 | can be stored in memory and played. | |
14 | ||
15 | Currently this class is implemented on Windows and Unix (and uses either | |
16 | Open Sound System or Simple DirectMedia Layer). | |
17 | ||
18 | @library{wxadv} | |
19 | @category{media} | |
20 | */ | |
21 | class wxSound : public wxObject | |
22 | { | |
23 | public: | |
24 | /** | |
25 | Default ctor. | |
26 | */ | |
27 | wxSound(); | |
28 | ||
29 | /** | |
30 | Constructs a wave object from a file or, under Windows, from a Windows | |
31 | resource. Call IsOk() to determine whether this succeeded. | |
32 | ||
33 | @param fileName | |
34 | The filename or Windows resource. | |
35 | @param isResource | |
36 | @true if fileName is a resource, @false if it is a filename. | |
37 | */ | |
38 | wxSound(const wxString& fileName, bool isResource = false); | |
39 | ||
40 | /** | |
41 | Constructs a wave object from in-memory data. | |
42 | ||
43 | @param size | |
44 | Size of the buffer pointer to by @a data. | |
45 | @param data | |
46 | The buffer containing the sound data in WAV format. | |
47 | */ | |
48 | wxSound(size_t size, const void* data); | |
49 | ||
50 | /** | |
51 | Destroys the wxSound object. | |
52 | */ | |
53 | virtual ~wxSound(); | |
54 | ||
55 | /** | |
56 | Constructs a wave object from a file or resource. | |
57 | ||
58 | @param fileName | |
59 | The filename or Windows resource. | |
60 | @param isResource | |
61 | @true if fileName is a resource, @false if it is a filename. | |
62 | ||
63 | @return @true if the call was successful, @false otherwise. | |
64 | */ | |
65 | bool Create(const wxString& fileName, bool isResource = false); | |
66 | ||
67 | /** | |
68 | Returns @true if the object contains a successfully loaded file or resource, | |
69 | @false otherwise. | |
70 | */ | |
71 | bool IsOk() const; | |
72 | ||
73 | /** | |
74 | Returns @true if a sound is played at the moment. | |
75 | This method is currently not implemented under Windows. | |
76 | */ | |
77 | static bool IsPlaying(); | |
78 | ||
79 | //@{ | |
80 | /** | |
81 | Plays the sound file. If another sound is playing, it will be interrupted. | |
82 | ||
83 | Returns @true on success, @false otherwise. Note that in general it is | |
84 | possible to delete the object which is being asynchronously played any time | |
85 | after calling this function and the sound would continue playing, however this | |
86 | currently doesn't work under Windows for sound objects loaded from memory data. | |
87 | ||
88 | The possible values for @a flags are: | |
89 | - wxSOUND_SYNC: @c Play will block and wait until the sound is replayed. | |
90 | - wxSOUND_ASYNC: Sound is played asynchronously, @c Play returns immediately. | |
91 | - wxSOUND_ASYNC|wxSOUND_LOOP: Sound is played asynchronously and loops | |
92 | until another sound is played, Stop() is | |
93 | called or the program terminates. | |
94 | ||
95 | The static form is shorthand for this code: | |
96 | @code | |
97 | wxSound(filename).Play(flags); | |
98 | @endcode | |
99 | */ | |
100 | bool Play(unsigned flags = wxSOUND_ASYNC) const; | |
101 | static bool Play(const wxString& filename, | |
102 | unsigned flags = wxSOUND_ASYNC); | |
103 | //@} | |
104 | ||
105 | /** | |
106 | If a sound is played, this function stops it. | |
107 | */ | |
108 | static void Stop(); | |
109 | }; | |
110 |