| 1 | ///////////////////////////////////////////////////////////////////////////// |
| 2 | // Name: sound.cpp |
| 3 | // Purpose: wxSound class implementation: optional |
| 4 | // Authors: David Elliott, Ryan Norton |
| 5 | // Modified by: |
| 6 | // Created: 2004-10-02 |
| 7 | // RCS-ID: $Id$ |
| 8 | // Copyright: (c) 2004 David Elliott, Ryan Norton |
| 9 | // Licence: wxWindows licence |
| 10 | ///////////////////////////////////////////////////////////////////////////// |
| 11 | |
| 12 | #include "wx/wxprec.h" |
| 13 | #if wxUSE_SOUND |
| 14 | |
| 15 | #ifndef WX_PRECOMP |
| 16 | #include "wx/app.h" |
| 17 | #include "wx/log.h" |
| 18 | #endif //ndef WX_PRECOMP |
| 19 | #include "wx/sound.h" |
| 20 | #include "wx/evtloop.h" |
| 21 | |
| 22 | #include "wx/cocoa/autorelease.h" |
| 23 | #include "wx/cocoa/string.h" |
| 24 | #include "wx/cocoa/log.h" |
| 25 | |
| 26 | #include "wx/cocoa/objc/objc_uniquifying.h" |
| 27 | |
| 28 | #import <AppKit/NSSound.h> |
| 29 | #import <Foundation/NSData.h> |
| 30 | |
| 31 | static WX_NSSound s_currentSound = nil; |
| 32 | static bool s_loopCurrentSound = false; |
| 33 | |
| 34 | // ======================================================================== |
| 35 | // wxNSSoundDelegate |
| 36 | // ======================================================================== |
| 37 | @interface wxNSSoundDelegate : NSObject |
| 38 | { |
| 39 | } |
| 40 | |
| 41 | // Delegate methods |
| 42 | - (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)finishedPlaying; |
| 43 | @end // interface wxNSSoundDelegate : NSObject |
| 44 | WX_DECLARE_GET_OBJC_CLASS(wxNSSoundDelegate,NSObject) |
| 45 | |
| 46 | @implementation wxNSSoundDelegate : NSObject |
| 47 | |
| 48 | - (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)finishedPlaying |
| 49 | { |
| 50 | // If s_currentSound is not us then some other sound has played. |
| 51 | // We can safely ignore this as s_currentSound will have been released |
| 52 | // before being set to a different value. |
| 53 | if(s_currentSound!=theSound) |
| 54 | return; |
| 55 | // If playing finished successfully and we are looping, play again. |
| 56 | if (finishedPlaying && s_loopCurrentSound) |
| 57 | [s_currentSound play]; |
| 58 | // Otherwise we are done, there is no more current sound playing. |
| 59 | else |
| 60 | { |
| 61 | if(s_currentSound) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("[wxNSSoundDelegate -sound:didFinishPlaying:] [s_currentSound=%p retainCount]=%d (about to release)"),s_currentSound,[s_currentSound retainCount]); |
| 62 | [s_currentSound release]; |
| 63 | s_currentSound = nil; |
| 64 | // Make sure we get out of any modal event loops immediately. |
| 65 | // NOTE: When the sound finishes playing Cocoa normally does have |
| 66 | // an event so this is probably not necessary. |
| 67 | wxTheApp->WakeUpIdle(); |
| 68 | } |
| 69 | } |
| 70 | |
| 71 | @end // wxNSSoundDelegate |
| 72 | WX_IMPLEMENT_GET_OBJC_CLASS(wxNSSoundDelegate,NSObject) |
| 73 | |
| 74 | const wxObjcAutoRefFromAlloc<struct objc_object*> wxSound::sm_cocoaDelegate = [[WX_GET_OBJC_CLASS(wxNSSoundDelegate) alloc] init]; |
| 75 | |
| 76 | // ------------------------------------------------------------------ |
| 77 | // wxSound |
| 78 | // ------------------------------------------------------------------ |
| 79 | |
| 80 | wxSound::wxSound(const wxSound& sound) |
| 81 | : m_cocoaNSSound(sound.m_cocoaNSSound) |
| 82 | { |
| 83 | [m_cocoaNSSound retain]; |
| 84 | } |
| 85 | |
| 86 | wxSound::~wxSound() |
| 87 | { |
| 88 | SetNSSound(nil); |
| 89 | } |
| 90 | |
| 91 | bool wxSound::Create(const wxString& fileName, bool isResource) |
| 92 | { |
| 93 | wxAutoNSAutoreleasePool thePool; |
| 94 | |
| 95 | if (isResource) |
| 96 | SetNSSound([NSSound soundNamed:wxNSStringWithWxString(fileName)]); |
| 97 | else |
| 98 | { |
| 99 | SetNSSound([[NSSound alloc] initWithContentsOfFile:wxNSStringWithWxString(fileName) byReference:YES]); |
| 100 | [m_cocoaNSSound release]; |
| 101 | } |
| 102 | |
| 103 | return m_cocoaNSSound; |
| 104 | } |
| 105 | |
| 106 | bool wxSound::LoadWAV(const wxUint8 *data, size_t length, bool copyData) |
| 107 | { |
| 108 | NSData* theData; |
| 109 | if(copyData) |
| 110 | theData = [[NSData alloc] initWithBytes:const_cast<wxUint8*>(data) length:length]; |
| 111 | else |
| 112 | theData = [[NSData alloc] initWithBytesNoCopy:const_cast<wxUint8*>(data) length:length]; |
| 113 | SetNSSound([[NSSound alloc] initWithData:theData]); |
| 114 | [m_cocoaNSSound release]; |
| 115 | [theData release]; |
| 116 | return m_cocoaNSSound; |
| 117 | } |
| 118 | |
| 119 | void wxSound::SetNSSound(WX_NSSound cocoaNSSound) |
| 120 | { |
| 121 | bool need_debug = cocoaNSSound || m_cocoaNSSound; |
| 122 | if(need_debug) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound=%p::SetNSSound [m_cocoaNSSound=%p retainCount]=%d (about to release)"),this,m_cocoaNSSound,[m_cocoaNSSound retainCount]); |
| 123 | [cocoaNSSound retain]; |
| 124 | [m_cocoaNSSound release]; |
| 125 | m_cocoaNSSound = cocoaNSSound; |
| 126 | [m_cocoaNSSound setDelegate:sm_cocoaDelegate]; |
| 127 | if(need_debug) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound=%p::SetNSSound [cocoaNSSound=%p retainCount]=%d (just retained)"),this,cocoaNSSound,[cocoaNSSound retainCount]); |
| 128 | } |
| 129 | |
| 130 | bool wxSound::DoPlay(unsigned flags) const |
| 131 | { |
| 132 | Stop(); // this releases and nils s_currentSound |
| 133 | |
| 134 | // NOTE: We set s_currentSound to the current sound in all cases so that |
| 135 | // functions like Stop and IsPlaying can work. It is NOT necessary for |
| 136 | // the NSSound to be retained by us for it to continue playing. Cocoa |
| 137 | // retains the NSSound when it is played and relases it when finished. |
| 138 | |
| 139 | wxASSERT(!s_currentSound); |
| 140 | s_currentSound = [m_cocoaNSSound retain]; |
| 141 | wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound=%p::DoPlay [s_currentSound=%p retainCount]=%d (just retained)"),this,s_currentSound,[s_currentSound retainCount]); |
| 142 | s_loopCurrentSound = (flags & wxSOUND_LOOP) == wxSOUND_LOOP; |
| 143 | |
| 144 | if (flags & wxSOUND_ASYNC) |
| 145 | return [m_cocoaNSSound play]; |
| 146 | else |
| 147 | { |
| 148 | wxASSERT_MSG(!s_loopCurrentSound,wxT("It is silly to block waiting for a looping sound to finish. Disabling looping")); |
| 149 | // actually, it'd probably work although it's kind of stupid to |
| 150 | // block here waiting for a sound that's never going to end. |
| 151 | // Granted Stop() could be called somehow, but again, silly. |
| 152 | s_loopCurrentSound = false; |
| 153 | |
| 154 | if(![m_cocoaNSSound play]) |
| 155 | return false; |
| 156 | |
| 157 | // Process events until the delegate sets s_currentSound to nil |
| 158 | // and/or a different sound plays. |
| 159 | while (s_currentSound==m_cocoaNSSound) |
| 160 | wxEventLoop::GetActive()->Dispatch(); |
| 161 | return true; |
| 162 | } |
| 163 | } |
| 164 | |
| 165 | bool wxSound::IsPlaying() |
| 166 | { |
| 167 | // Normally you can send a message to a nil object and it will return |
| 168 | // nil. That behavior would probably be okay here but in general it's |
| 169 | // not recommended to send a message to a nil object if the return |
| 170 | // value is not an object. Better safe than sorry. |
| 171 | if(s_currentSound) |
| 172 | return [s_currentSound isPlaying]; |
| 173 | else |
| 174 | return false; |
| 175 | } |
| 176 | |
| 177 | void wxSound::Stop() |
| 178 | { |
| 179 | // Clear the looping flag so that if the sound finishes playing before |
| 180 | // stop is called the sound will already be released and niled. |
| 181 | s_loopCurrentSound = false; |
| 182 | [s_currentSound stop]; |
| 183 | /* It's possible that sound:didFinishPlaying: was called and released |
| 184 | s_currentSound but it doesn't matter since it will have set it to nil */ |
| 185 | if(s_currentSound) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound::Stop [s_currentSound=%p retainCount]=%d (about to release)"),s_currentSound,[s_currentSound retainCount]); |
| 186 | [s_currentSound release]; |
| 187 | s_currentSound = nil; |
| 188 | } |
| 189 | |
| 190 | #endif //wxUSE_SOUND |