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1 | ///////////////////////////////////////////////////////////////////////////// | |
2 | // Name: wave.h | |
3 | // Purpose: wxWave class (loads and plays short Windows .wav files). | |
4 | // Optional on non-Windows platforms. | |
5 | // Author: AUTHOR | |
6 | // Modified by: | |
7 | // Created: ??/??/98 | |
8 | // RCS-ID: $Id$ | |
9 | // Copyright: (c) AUTHOR | |
10 | // Licence: wxWindows licence | |
11 | ///////////////////////////////////////////////////////////////////////////// | |
12 | ||
13 | #ifndef _WX_WAVE_H_ | |
14 | #define _WX_WAVE_H_ | |
15 | ||
16 | #if defined(__GNUG__) && !defined(__APPLE__) | |
17 | #pragma interface "wave.h" | |
18 | #endif | |
19 | ||
20 | #if wxUSE_WAVE | |
21 | ||
22 | #include "wx/object.h" | |
23 | ||
24 | class WXDLLEXPORT wxWave : public wxObject | |
25 | { | |
26 | public: | |
27 | wxWave(); | |
28 | wxWave(const wxString& fileName, bool isResource = FALSE); | |
29 | wxWave(int size, const wxByte* data); | |
30 | ~wxWave(); | |
31 | ||
32 | public: | |
33 | bool Create(const wxString& fileName, bool isResource = FALSE); | |
34 | bool IsOk() const { return !m_sndname.IsEmpty(); } | |
35 | bool Play(bool async = TRUE, bool looped = FALSE) const; | |
36 | ||
37 | protected: | |
38 | // prevent collision with some BSD definitions of macro Free() | |
39 | bool FreeData(); | |
40 | ||
41 | private: | |
42 | void* m_sndChan; | |
43 | ||
44 | wxString m_sndname; | |
45 | void* m_hSnd; | |
46 | int m_waveLength; | |
47 | bool m_isResource; | |
48 | }; | |
49 | ||
50 | #endif | |
51 | #endif | |
52 | // _WX_WAVE_H_ |