/////////////////////////////////////////////////////////////////////////////
-// Name: sound.h
+// Name: wx/unix/sound.h
// Purpose: wxSound class
// Author: Julian Smart, Vaclav Slavik
// Modified by:
// Created: 25/10/98
// RCS-ID: $Id$
// Copyright: (c) Julian Smart, Vaclav Slavik
-// Licence: wxWindows licence
+// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _WX_SOUND_H_
#if wxUSE_SOUND
-#if defined(__GNUG__) && !defined(NO_GCC_PRAGMA)
-#pragma interface "sound.h"
-#endif
-
#include "wx/object.h"
// ----------------------------------------------------------------------------
// wxSound: simple audio playback class
// ----------------------------------------------------------------------------
-class wxSoundBackend;
-class wxSound;
-class wxDynamicLibrary;
+class WXDLLIMPEXP_ADV wxSoundBackend;
+class WXDLLIMPEXP_ADV wxSound;
+class WXDLLIMPEXP_BASE wxDynamicLibrary;
/// Sound data, as loaded from .wav file:
-class wxSoundData
+class WXDLLIMPEXP_ADV wxSoundData
{
public:
wxSoundData() : m_refCnt(1) {}
void IncRef();
void DecRef();
-
+
// .wav header information:
unsigned m_channels; // num of channels (mono:1, stereo:2)
unsigned m_samplingRate;
// samples (wxUint8), if 16 then signed 16bit
// (wxInt16)
unsigned m_samples; // length in samples:
-
+
// wave data:
size_t m_dataBytes;
wxUint8 *m_data; // m_dataBytes bytes of data
/// Simple sound class:
-class wxSound : public wxSoundBase
+class WXDLLIMPEXP_ADV wxSound : public wxSoundBase
{
public:
wxSound();
wxSound(const wxString& fileName, bool isResource = false);
wxSound(int size, const wxByte* data);
- ~wxSound();
+ virtual ~wxSound();
// Create from resource or file
bool Create(const wxString& fileName, bool isResource = false);
bool Create(int size, const wxByte* data);
bool IsOk() const { return m_data != NULL; }
-
+
// Stop playing any sound
static void Stop();
// Returns true if a sound is being played
static bool IsPlaying();
-
+
// for internal use
static void UnloadBackend();
-
+
protected:
bool DoPlay(unsigned flags) const;
static void EnsureBackend();
void Free();
bool LoadWAV(const wxUint8 *data, size_t length, bool copyData);
-
+
static wxSoundBackend *ms_backend;
#if wxUSE_LIBSDL && wxUSE_PLUGINS
// FIXME - temporary, until we have plugins architecture
// ----------------------------------------------------------------------------
-// wxSoundBackend:
+// wxSoundBackend:
// ----------------------------------------------------------------------------
// This is interface to sound playing implementation. There are multiple
-// sound architectures in use on Unix platforms and wxWindows can use several
+// sound architectures in use on Unix platforms and wxWidgets can use several
// of them for playback, depending on their availability at runtime; hence
-// the need for backends. This class is for use by wxWindows and people writing
-// additional backends only, it is _not_ for use by applications!
+// the need for backends. This class is for use by wxWidgets and people writing
+// additional backends only, it is _not_ for use by applications!
// Structure that holds playback status information
struct wxSoundPlaybackStatus
};
// Audio backend interface
-class wxSoundBackend
+class WXDLLIMPEXP_ADV wxSoundBackend
{
public:
virtual ~wxSoundBackend() {}
-
+
// Returns the name of the backend (e.g. "Open Sound System")
virtual wxString GetName() const = 0;
virtual bool IsAvailable() const = 0;
// Returns true if the backend is capable of playing sound asynchronously.
- // If false, then wxWindows creates a playback thread and handles async
+ // If false, then wxWidgets creates a playback thread and handles async
// playback, otherwise it is left up to the backend (will usually be more
// effective).
virtual bool HasNativeAsyncPlayback() const = 0;
-
+
// Plays the sound. flags are same flags as those passed to wxSound::Play.
// The function should periodically check the value of
// status->m_stopRequested and terminate if it is set to true (it may
#endif // wxUSE_SOUND
-#endif
+#endif // _WX_SOUND_H_
+