// Purpose: interface of wxSound
// Author: wxWidgets team
// RCS-ID: $Id$
-// Licence: wxWindows license
+// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
/**
@class wxSound
This class represents a short sound (loaded from Windows WAV file), that
- can be stored in memory and played. Currently this class is implemented
- on Windows and Unix (and uses either
- Open Sound System or
- Simple DirectMedia Layer).
+ can be stored in memory and played.
+
+ Currently this class is implemented on Windows and Unix (and uses either
+ Open Sound System or Simple DirectMedia Layer).
@library{wxadv}
- @category{FIXME}
+ @category{media}
*/
class wxSound : public wxObject
{
public:
- //@{
+ /**
+ Default ctor.
+ */
+ wxSound();
+
/**
Constructs a wave object from a file or, under Windows, from a Windows
- resource. Call IsOk() to determine whether this
- succeeded.
+ resource. Call IsOk() to determine whether this succeeded.
@param fileName
The filename or Windows resource.
@param isResource
@true if fileName is a resource, @false if it is a filename.
*/
- wxSound();
wxSound(const wxString& fileName, bool isResource = false);
- //@}
/**
Destroys the wxSound object.
*/
- ~wxSound();
+ virtual ~wxSound();
/**
Constructs a wave object from a file or resource.
Returns @true if a sound is played at the moment.
This method is currently not implemented under Windows.
*/
- static bool IsPlaying() const;
+ static bool IsPlaying();
//@{
/**
Plays the sound file. If another sound is playing, it will be interrupted.
+
Returns @true on success, @false otherwise. Note that in general it is
- possible
- to delete the object which is being asynchronously played any time after
- calling this function and the sound would continue playing, however this
+ possible to delete the object which is being asynchronously played any time
+ after calling this function and the sound would continue playing, however this
currently doesn't work under Windows for sound objects loaded from memory data.
- The possible values for @a flags are:
-
- wxSOUND_SYNC
-
- @c Play will block and wait until the sound is
- replayed.
- wxSOUND_ASYNC
-
- Sound is played asynchronously,
- @c Play returns immediately
-
- wxSOUND_ASYNC | wxSOUND_LOOP
-
- Sound is played asynchronously
- and loops until another sound is played,
- Stop() is called or the program terminates.
+ The possible values for @a flags are:
+ - wxSOUND_SYNC: @c Play will block and wait until the sound is replayed.
+ - wxSOUND_ASYNC: Sound is played asynchronously, @c Play returns immediately.
+ - wxSOUND_ASYNC|wxSOUND_LOOP: Sound is played asynchronously and loops
+ until another sound is played, Stop() is
+ called or the program terminates.
The static form is shorthand for this code:
+ @code
+ wxSound(filename).Play(flags);
+ @endcode
*/
- bool Play(unsigned flags = wxSOUND_ASYNC);
- const static bool Play(const wxString& filename,
- unsigned flags = wxSOUND_ASYNC);
+ bool Play(unsigned flags = wxSOUND_ASYNC) const;
+ static bool Play(const wxString& filename,
+ unsigned flags = wxSOUND_ASYNC);
//@}
/**