/////////////////////////////////////////////////////////////////////////////
// Name: sound.cpp
-// Purpose: Example of sound playing in wxWindows
+// Purpose: Example of sound playing in wxWidgets
// Author: Vaclav Slavik
// Modified by:
// Created: 2004/01/29
#endif
// for all others, include the necessary headers (this file is usually all you
-// need because it includes almost all "standard" wxWindows headers)
+// need because it includes almost all "standard" wxWidgets headers)
#ifndef WX_PRECOMP
#include "wx/app.h"
#include "wx/frame.h"
#include "wx/menu.h"
#include "wx/msgdlg.h"
+ #include "wx/icon.h"
+ #include "wx/textctrl.h"
+ #include "wx/filedlg.h"
#endif
-#include "wx/wave.h"
+#include "wx/sound.h"
+#include "wx/numdlg.h"
// ----------------------------------------------------------------------------
// resources
void OnPlayAsync(wxCommandEvent& event);
void OnPlayAsyncOnStack(wxCommandEvent& event);
void OnPlayLoop(wxCommandEvent& event);
-
+
+ void OnSelectFile(wxCommandEvent& event);
void OnQuit(wxCommandEvent& event);
void OnAbout(wxCommandEvent& event);
+ void NotifyUsingFile(const wxString& name);
+
+
private:
- wxWave *m_sound;
+ wxSound* m_sound;
+ wxString m_soundFile;
+ wxTextCtrl* m_tc;
- // any class wishing to process wxWindows events must use this macro
+ // any class wishing to process wxWidgets events must use this macro
DECLARE_EVENT_TABLE()
};
Sound_PlaySync = wxID_HIGHEST + 1,
Sound_PlayAsync,
Sound_PlayAsyncOnStack,
- Sound_PlayLoop
+ Sound_PlayLoop,
+ Sound_SelectFile
};
// ----------------------------------------------------------------------------
-// event tables and other macros for wxWindows
+// event tables and other macros for wxWidgets
// ----------------------------------------------------------------------------
-// the event tables connect the wxWindows events with the functions (event
+// the event tables connect the wxWidgets events with the functions (event
// handlers) which process them. It can be also done at run-time, but for the
// simple menu events like this the static method is much simpler.
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
+ EVT_MENU(Sound_SelectFile, MyFrame::OnSelectFile)
EVT_MENU(Sound_Quit, MyFrame::OnQuit)
EVT_MENU(Sound_About, MyFrame::OnAbout)
EVT_MENU(Sound_PlaySync, MyFrame::OnPlaySync)
EVT_MENU(Sound_PlayAsync, MyFrame::OnPlayAsync)
- EVT_MENU(Sound_PlayAsyncOnStack, MyFrame::OnPlayAsync)
+ EVT_MENU(Sound_PlayAsyncOnStack, MyFrame::OnPlayAsyncOnStack)
EVT_MENU(Sound_PlayLoop, MyFrame::OnPlayLoop)
END_EVENT_TABLE()
-// Create a new application object: this macro will allow wxWindows to create
+// Create a new application object: this macro will allow wxWidgets to create
// the application object during program execution (it's better than using a
// static object for many reasons) and also implements the accessor function
// wxGetApp() which will return the reference of the right type (i.e. MyApp and
bool MyApp::OnInit()
{
// create the main application window
- MyFrame *frame = new MyFrame(_T("wxWindows Sound Sample"));
+ MyFrame *frame = new MyFrame(_T("wxWidgets Sound Sample"));
// and show it (the frames, unlike simple controls, are not shown when
// created initially)
: wxFrame(NULL, wxID_ANY, title)
{
m_sound = NULL;
+ m_soundFile = WAV_FILE;
// set the frame icon
SetIcon(wxICON(sample));
wxMenu *helpMenu = new wxMenu;
wxMenu *playMenu = new wxMenu;
helpMenu->Append(Sound_About, _T("&About...\tF1"), _T("Show about dialog"));
+ menuFile->Append(Sound_SelectFile, _T("&Select WAV file\tCtrl+O"), _T("Select a new wav file to play"));
menuFile->Append(Sound_Quit, _T("E&xit\tAlt-X"), _T("Quit this program"));
- playMenu->Append(Sound_PlaySync, _T("Play sound &synchronously"));
- playMenu->Append(Sound_PlayAsync, _T("Play sound &asynchronously"));
- playMenu->Append(Sound_PlayAsync, _T("Play sound asynchronously (&object on stack)"));
- playMenu->Append(Sound_PlayLoop, _T("&Loop sound"));
+ playMenu->Append(Sound_PlaySync, _T("Play sound &synchronously\tCtrl+S"));
+ playMenu->Append(Sound_PlayAsync, _T("Play sound &asynchronously\tCtrl+A"));
+ playMenu->Append(Sound_PlayAsyncOnStack, _T("Play sound asynchronously (&object on stack)\tCtrl+T"));
+ playMenu->Append(Sound_PlayLoop, _T("&Loop sound\tCtrl+L"));
// now append the freshly created menu to the menu bar...
wxMenuBar *menuBar = new wxMenuBar();
// ... and attach this menu bar to the frame
SetMenuBar(menuBar);
+
+ m_tc = new wxTextCtrl(this, wxID_ANY, wxEmptyString,
+ wxDefaultPosition, wxDefaultSize,
+ wxTE_MULTILINE|wxTE_READONLY);
+ NotifyUsingFile(m_soundFile);
+}
+
+
+
+void MyFrame::NotifyUsingFile(const wxString& name)
+{
+ wxString msg;
+ msg << _T("Using sound file: ") << name << _T("\n");
+ m_tc->AppendText(msg);
}
// event handlers
+
+void MyFrame::OnSelectFile(wxCommandEvent& WXUNUSED(event))
+{
+ wxFileDialog dlg(this, _T("Choose a sound file"),
+ wxEmptyString, wxEmptyString,
+ _T("WAV files (*.wav)|*.wav"), wxOPEN|wxCHANGE_DIR);
+ if ( dlg.ShowModal() == wxID_OK )
+ {
+ m_soundFile = dlg.GetPath();
+ delete m_sound;
+ m_sound = NULL;
+ NotifyUsingFile(m_soundFile);
+ }
+}
+
void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
{
// true is to force the frame to close
{
wxBusyCursor busy;
if (!m_sound)
- m_sound = new wxWave(WAV_FILE);
+ m_sound = new wxSound(m_soundFile);
if (m_sound->IsOk())
- m_sound->Play(false/*async*/);
+ m_sound->Play(wxSOUND_SYNC);
}
void MyFrame::OnPlayAsync(wxCommandEvent& WXUNUSED(event))
{
wxBusyCursor busy;
if (!m_sound)
- m_sound = new wxWave(WAV_FILE);
+ m_sound = new wxSound(m_soundFile);
if (m_sound->IsOk())
- m_sound->Play(true/*async*/);
+ m_sound->Play(wxSOUND_ASYNC);
}
void MyFrame::OnPlayAsyncOnStack(wxCommandEvent& WXUNUSED(event))
{
wxBusyCursor busy;
- wxWave snd(WAV_FILE);
+ wxSound snd(m_soundFile);
if (snd.IsOk())
- snd.Play(true/*async*/);
+ snd.Play(wxSOUND_ASYNC);
}
void MyFrame::OnPlayLoop(wxCommandEvent& WXUNUSED(event))
{
wxBusyCursor busy;
if (!m_sound)
- m_sound = new wxWave(WAV_FILE);
+ m_sound = new wxSound(m_soundFile);
if (m_sound->IsOk())
- m_sound->Play(true/*async*/, true/*loop*/);
+ m_sound->Play(wxSOUND_ASYNC | wxSOUND_LOOP);
}
void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))