/////////////////////////////////////////////////////////////////////////////
// Name: sound.h
-// Purpose: documentation for wxSound class
+// Purpose: interface of wxSound
// Author: wxWidgets team
// RCS-ID: $Id$
// Licence: wxWindows license
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
/**
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.
-
+
@returns @true if the call was successful, @false otherwise.
*/
bool Create(const wxString& fileName, bool isResource = false);
Returns @true if the object contains a successfully loaded file or resource,
@false otherwise.
*/
- bool IsOk();
+ 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;
//@{
/**
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 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();
};
+