/////////////////////////////////////////////////////////////////////////////
// Name: sound.h
-// Purpose: documentation for wxSound class
+// Purpose: interface of wxSound
// Author: wxWidgets team
// RCS-ID: $Id$
// Licence: wxWindows license
/**
@class wxSound
@wxheader{sound.h}
-
+
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
+ on Windows and Unix (and uses either
+ Open Sound System or
Simple DirectMedia Layer).
-
+
@library{wxadv}
@category{FIXME}
*/
Constructs a wave object from a file or, under Windows, from a Windows
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.
+
+ @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);
+ wxSound(const wxString& fileName, bool isResource = false);
//@}
/**
/**
Constructs a wave object from a file or resource.
-
- @param fileName
- The filename or Windows resource.
-
- @param isResource
- @true if fileName is a resource, @false if it is a filename.
-
+
+ @param fileName
+ The filename or Windows resource.
+ @param isResource
+ @true if fileName is a resource, @false if it is a filename.
+
@returns @true if the call was successful, @false otherwise.
*/
- bool Create(const wxString& fileName, bool isResource = @false);
+ bool Create(const wxString& fileName, bool isResource = false);
/**
Returns @true if the object contains a successfully loaded file or resource,
@false otherwise.
*/
-#define bool IsOk() /* implementation is private */
+ bool IsOk() const;
/**
Returns @true if a sound is played at the moment.
-
This method is currently not implemented under Windows.
*/
- static bool IsPlaying();
+ static bool IsPlaying() const;
//@{
/**
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 @e flags are:
-
+ 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,
+
+ Sound is played asynchronously,
@c Play returns immediately
-
+
wxSOUND_ASYNC | wxSOUND_LOOP
-
-
+
Sound is played asynchronously
- and loops until another sound is played,
+ and loops until another sound is played,
Stop() is called or the program terminates.
-
+
The static form is shorthand for this code:
*/
bool Play(unsigned flags = wxSOUND_ASYNC);
- static bool Play(const wxString& filename,
- unsigned flags = wxSOUND_ASYNC);
+ const static bool Play(const wxString& filename,
+ unsigned flags = wxSOUND_ASYNC);
//@}
/**
*/
static void Stop();
};
+