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