1 /////////////////////////////////////////////////////////////////////////////
3 // Purpose: wxSound class implementation: optional
4 // Authors: David Elliott, Ryan Norton
8 // Copyright: (c) 2004 David Elliott, Ryan Norton
9 // Licence: wxWindows licence
10 /////////////////////////////////////////////////////////////////////////////
12 #include "wx/wxprec.h"
18 #endif //ndef WX_PRECOMP
20 #include "wx/evtloop.h"
22 #include "wx/cocoa/autorelease.h"
23 #include "wx/cocoa/string.h"
24 #include "wx/cocoa/log.h"
26 #include "wx/cocoa/objc/objc_uniquifying.h"
28 #import <AppKit/NSSound.h>
29 #import <Foundation/NSData.h>
31 static WX_NSSound s_currentSound = nil;
32 static bool s_loopCurrentSound = false;
34 // ========================================================================
36 // ========================================================================
37 @interface wxNSSoundDelegate : NSObject
42 - (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)finishedPlaying;
43 @end // interface wxNSSoundDelegate : NSObject
44 WX_DECLARE_GET_OBJC_CLASS(wxNSSoundDelegate,NSObject)
46 @implementation wxNSSoundDelegate : NSObject
48 - (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)finishedPlaying
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)
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.
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];
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();
71 @end // wxNSSoundDelegate
72 WX_IMPLEMENT_GET_OBJC_CLASS(wxNSSoundDelegate,NSObject)
74 const wxObjcAutoRefFromAlloc<struct objc_object*> wxSound::sm_cocoaDelegate = [[WX_GET_OBJC_CLASS(wxNSSoundDelegate) alloc] init];
76 // ------------------------------------------------------------------
78 // ------------------------------------------------------------------
80 wxSound::wxSound(const wxSound& sound)
81 : m_cocoaNSSound(sound.m_cocoaNSSound)
83 [m_cocoaNSSound retain];
91 bool wxSound::Create(const wxString& fileName, bool isResource)
93 wxAutoNSAutoreleasePool thePool;
96 SetNSSound([NSSound soundNamed:wxNSStringWithWxString(fileName)]);
99 SetNSSound([[NSSound alloc] initWithContentsOfFile:wxNSStringWithWxString(fileName) byReference:YES]);
100 [m_cocoaNSSound release];
103 return m_cocoaNSSound;
106 bool wxSound::LoadWAV(const wxUint8 *data, size_t length, bool copyData)
110 theData = [[NSData alloc] initWithBytes:const_cast<wxUint8*>(data) length:length];
112 theData = [[NSData alloc] initWithBytesNoCopy:const_cast<wxUint8*>(data) length:length];
113 SetNSSound([[NSSound alloc] initWithData:theData]);
114 [m_cocoaNSSound release];
116 return m_cocoaNSSound;
119 void wxSound::SetNSSound(WX_NSSound cocoaNSSound)
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]);
130 bool wxSound::DoPlay(unsigned flags) const
132 Stop(); // this releases and nils s_currentSound
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.
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;
144 if (flags & wxSOUND_ASYNC)
145 return [m_cocoaNSSound play];
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;
154 if(![m_cocoaNSSound play])
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();
165 bool wxSound::IsPlaying()
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.
172 return [s_currentSound isPlaying];
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;