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1 /////////////////////////////////////////////////////////////////////////////
2 // Name: wx/unix/sound.h
3 // Purpose: wxSound class
4 // Author: Julian Smart, Vaclav Slavik
5 // Modified by:
6 // Created: 25/10/98
7 // RCS-ID: $Id$
8 // Copyright: (c) Julian Smart, Vaclav Slavik
9 // Licence: wxWindows licence
10 /////////////////////////////////////////////////////////////////////////////
11
12 #ifndef _WX_SOUND_H_
13 #define _WX_SOUND_H_
14
15 #include "wx/defs.h"
16
17 #if wxUSE_SOUND
18
19 #include "wx/object.h"
20
21 // ----------------------------------------------------------------------------
22 // wxSound: simple audio playback class
23 // ----------------------------------------------------------------------------
24
25 class WXDLLIMPEXP_FWD_ADV wxSoundBackend;
26 class WXDLLIMPEXP_FWD_ADV wxSound;
27 class WXDLLIMPEXP_FWD_BASE wxDynamicLibrary;
28
29 /// Sound data, as loaded from .wav file:
30 class WXDLLIMPEXP_ADV wxSoundData
31 {
32 public:
33 wxSoundData() : m_refCnt(1) {}
34 void IncRef();
35 void DecRef();
36
37 // .wav header information:
38 unsigned m_channels; // num of channels (mono:1, stereo:2)
39 unsigned m_samplingRate;
40 unsigned m_bitsPerSample; // if 8, then m_data contains unsigned 8bit
41 // samples (wxUint8), if 16 then signed 16bit
42 // (wxInt16)
43 unsigned m_samples; // length in samples:
44
45 // wave data:
46 size_t m_dataBytes;
47 wxUint8 *m_data; // m_dataBytes bytes of data
48
49 private:
50 ~wxSoundData();
51 unsigned m_refCnt;
52 wxUint8 *m_dataWithHeader; // ditto, but prefixed with .wav header
53 friend class wxSound;
54 };
55
56
57 /// Simple sound class:
58 class WXDLLIMPEXP_ADV wxSound : public wxSoundBase
59 {
60 public:
61 wxSound();
62 wxSound(const wxString& fileName, bool isResource = false);
63 wxSound(int size, const wxByte* data);
64 virtual ~wxSound();
65
66 // Create from resource or file
67 bool Create(const wxString& fileName, bool isResource = false);
68 // Create from data
69 bool Create(int size, const wxByte* data);
70
71 bool IsOk() const { return m_data != NULL; }
72
73 // Stop playing any sound
74 static void Stop();
75
76 // Returns true if a sound is being played
77 static bool IsPlaying();
78
79 // for internal use
80 static void UnloadBackend();
81
82 protected:
83 bool DoPlay(unsigned flags) const;
84
85 static void EnsureBackend();
86 void Free();
87 bool LoadWAV(const wxUint8 *data, size_t length, bool copyData);
88
89 static wxSoundBackend *ms_backend;
90 #if wxUSE_LIBSDL && wxUSE_PLUGINS
91 // FIXME - temporary, until we have plugins architecture
92 static wxDynamicLibrary *ms_backendSDL;
93 #endif
94
95 private:
96 wxSoundData *m_data;
97 };
98
99
100 // ----------------------------------------------------------------------------
101 // wxSoundBackend:
102 // ----------------------------------------------------------------------------
103
104 // This is interface to sound playing implementation. There are multiple
105 // sound architectures in use on Unix platforms and wxWidgets can use several
106 // of them for playback, depending on their availability at runtime; hence
107 // the need for backends. This class is for use by wxWidgets and people writing
108 // additional backends only, it is _not_ for use by applications!
109
110 // Structure that holds playback status information
111 struct wxSoundPlaybackStatus
112 {
113 // playback is in progress
114 bool m_playing;
115 // main thread called wxSound::Stop()
116 bool m_stopRequested;
117 };
118
119 // Audio backend interface
120 class WXDLLIMPEXP_ADV wxSoundBackend
121 {
122 public:
123 virtual ~wxSoundBackend() {}
124
125 // Returns the name of the backend (e.g. "Open Sound System")
126 virtual wxString GetName() const = 0;
127
128 // Returns priority (higher priority backends are tried first)
129 virtual int GetPriority() const = 0;
130
131 // Checks if the backend's audio system is available and the backend can
132 // be used for playback
133 virtual bool IsAvailable() const = 0;
134
135 // Returns true if the backend is capable of playing sound asynchronously.
136 // If false, then wxWidgets creates a playback thread and handles async
137 // playback, otherwise it is left up to the backend (will usually be more
138 // effective).
139 virtual bool HasNativeAsyncPlayback() const = 0;
140
141 // Plays the sound. flags are same flags as those passed to wxSound::Play.
142 // The function should periodically check the value of
143 // status->m_stopRequested and terminate if it is set to true (it may
144 // be modified by another thread)
145 virtual bool Play(wxSoundData *data, unsigned flags,
146 volatile wxSoundPlaybackStatus *status) = 0;
147
148 // Stops playback (if something is played).
149 virtual void Stop() = 0;
150
151 // Returns true if the backend is playing anything at the moment.
152 // (This method is never called for backends that don't support async
153 // playback.)
154 virtual bool IsPlaying() const = 0;
155 };
156
157
158 #endif // wxUSE_SOUND
159
160 #endif // _WX_SOUND_H_
161