+#include "wx/wxprec.h"
+#if wxUSE_SOUND
+
+#ifndef WX_PRECOMP
+ #include "wx/app.h"
+ #include "wx/log.h"
+#endif //ndef WX_PRECOMP
+#include "wx/sound.h"
+#include "wx/evtloop.h"
+
+#include "wx/cocoa/autorelease.h"
+#include "wx/cocoa/string.h"
+#include "wx/cocoa/log.h"
+
+#include "wx/cocoa/objc/objc_uniquifying.h"
+
+#import <AppKit/NSSound.h>
+#import <Foundation/NSData.h>
+
+static WX_NSSound s_currentSound = nil;
+static bool s_loopCurrentSound = false;
+
+// ========================================================================
+// wxNSSoundDelegate
+// ========================================================================
+@interface wxNSSoundDelegate : NSObject
+{
+}
+
+// Delegate methods
+- (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)finishedPlaying;
+@end // interface wxNSSoundDelegate : NSObject
+WX_DECLARE_GET_OBJC_CLASS(wxNSSoundDelegate,NSObject)
+
+@implementation wxNSSoundDelegate : NSObject
+
+- (void)sound:(NSSound *)theSound didFinishPlaying:(BOOL)finishedPlaying
+{
+ // If s_currentSound is not us then some other sound has played.
+ // We can safely ignore this as s_currentSound will have been released
+ // before being set to a different value.
+ if(s_currentSound!=theSound)
+ return;
+ // If playing finished successfully and we are looping, play again.
+ if (finishedPlaying && s_loopCurrentSound)
+ [s_currentSound play];
+ // Otherwise we are done, there is no more current sound playing.
+ else
+ {
+ if(s_currentSound) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("[wxNSSoundDelegate -sound:didFinishPlaying:] [s_currentSound=%p retainCount]=%d (about to release)"),s_currentSound,[s_currentSound retainCount]);
+ [s_currentSound release];
+ s_currentSound = nil;
+ // Make sure we get out of any modal event loops immediately.
+ // NOTE: When the sound finishes playing Cocoa normally does have
+ // an event so this is probably not necessary.
+ wxTheApp->WakeUpIdle();
+ }
+}
+
+@end // wxNSSoundDelegate
+WX_IMPLEMENT_GET_OBJC_CLASS(wxNSSoundDelegate,NSObject)
+
+const wxObjcAutoRefFromAlloc<struct objc_object*> wxSound::sm_cocoaDelegate = [[WX_GET_OBJC_CLASS(wxNSSoundDelegate) alloc] init];
+
+// ------------------------------------------------------------------
+// wxSound
+// ------------------------------------------------------------------
+
+wxSound::wxSound(const wxSound& sound)
+: m_cocoaNSSound(sound.m_cocoaNSSound)
+{
+ [m_cocoaNSSound retain];
+}
+
+wxSound::~wxSound()
+{
+ SetNSSound(nil);
+}
+
+bool wxSound::Create(const wxString& fileName, bool isResource)
+{
+ wxAutoNSAutoreleasePool thePool;
+
+ if (isResource)
+ SetNSSound([NSSound soundNamed:wxNSStringWithWxString(fileName)]);
+ else
+ {
+ SetNSSound([[NSSound alloc] initWithContentsOfFile:wxNSStringWithWxString(fileName) byReference:YES]);
+ [m_cocoaNSSound release];
+ }
+
+ return m_cocoaNSSound;
+}
+
+bool wxSound::LoadWAV(const wxUint8 *data, size_t length, bool copyData)
+{
+ NSData* theData;
+ if(copyData)
+ theData = [[NSData alloc] initWithBytes:const_cast<wxUint8*>(data) length:length];
+ else
+ theData = [[NSData alloc] initWithBytesNoCopy:const_cast<wxUint8*>(data) length:length];
+ SetNSSound([[NSSound alloc] initWithData:theData]);
+ [m_cocoaNSSound release];
+ [theData release];
+ return m_cocoaNSSound;
+}
+
+void wxSound::SetNSSound(WX_NSSound cocoaNSSound)
+{
+ bool need_debug = cocoaNSSound || m_cocoaNSSound;
+ if(need_debug) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound=%p::SetNSSound [m_cocoaNSSound=%p retainCount]=%d (about to release)"),this,m_cocoaNSSound,[m_cocoaNSSound retainCount]);
+ [cocoaNSSound retain];
+ [m_cocoaNSSound release];
+ m_cocoaNSSound = cocoaNSSound;
+ [m_cocoaNSSound setDelegate:sm_cocoaDelegate];
+ if(need_debug) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound=%p::SetNSSound [cocoaNSSound=%p retainCount]=%d (just retained)"),this,cocoaNSSound,[cocoaNSSound retainCount]);
+}
+
+bool wxSound::DoPlay(unsigned flags) const
+{
+ Stop(); // this releases and nils s_currentSound
+
+ // NOTE: We set s_currentSound to the current sound in all cases so that
+ // functions like Stop and IsPlaying can work. It is NOT necessary for
+ // the NSSound to be retained by us for it to continue playing. Cocoa
+ // retains the NSSound when it is played and relases it when finished.
+
+ wxASSERT(!s_currentSound);
+ s_currentSound = [m_cocoaNSSound retain];
+ wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound=%p::DoPlay [s_currentSound=%p retainCount]=%d (just retained)"),this,s_currentSound,[s_currentSound retainCount]);
+ s_loopCurrentSound = (flags & wxSOUND_LOOP) == wxSOUND_LOOP;
+
+ if (flags & wxSOUND_ASYNC)
+ return [m_cocoaNSSound play];
+ else
+ {
+ wxASSERT_MSG(!s_loopCurrentSound,wxT("It is silly to block waiting for a looping sound to finish. Disabling looping"));
+ // actually, it'd probably work although it's kind of stupid to
+ // block here waiting for a sound that's never going to end.
+ // Granted Stop() could be called somehow, but again, silly.
+ s_loopCurrentSound = false;
+
+ if(![m_cocoaNSSound play])
+ return false;
+
+ // Process events until the delegate sets s_currentSound to nil
+ // and/or a different sound plays.
+ while (s_currentSound==m_cocoaNSSound)
+ wxEventLoop::GetActive()->Dispatch();
+ return true;
+ }
+}
+
+bool wxSound::IsPlaying()
+{
+ // Normally you can send a message to a nil object and it will return
+ // nil. That behavior would probably be okay here but in general it's
+ // not recommended to send a message to a nil object if the return
+ // value is not an object. Better safe than sorry.
+ if(s_currentSound)
+ return [s_currentSound isPlaying];
+ else
+ return false;
+}
+
+void wxSound::Stop()
+{
+ // Clear the looping flag so that if the sound finishes playing before
+ // stop is called the sound will already be released and niled.
+ s_loopCurrentSound = false;
+ [s_currentSound stop];
+ /* It's possible that sound:didFinishPlaying: was called and released
+ s_currentSound but it doesn't matter since it will have set it to nil */
+ if(s_currentSound) wxLogTrace(wxTRACE_COCOA_RetainRelease,wxT("wxSound::Stop [s_currentSound=%p retainCount]=%d (about to release)"),s_currentSound,[s_currentSound retainCount]);
+ [s_currentSound release];
+ s_currentSound = nil;
+}
+
+#endif //wxUSE_SOUND