Constructs a wave object from a file or, under Windows, from a Windows
resource. Call IsOk() to determine whether this
succeeded.
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@param fileName
The filename or Windows resource.
@param isResource
/**
Constructs a wave object from a file or resource.
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@param fileName
The filename or Windows resource.
@param isResource
@true if fileName is a resource, @false if it is a filename.
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@returns @true if the call was successful, @false otherwise.
*/
bool Create(const wxString& fileName, bool isResource = false);
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:
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wxSOUND_SYNC
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@c Play will block and wait until the sound is
replayed.
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wxSOUND_ASYNC
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Sound is played asynchronously,
@c Play returns immediately
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wxSOUND_ASYNC | wxSOUND_LOOP
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Sound is played asynchronously
and loops until another sound is played,
Stop() is called or the program terminates.
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The static form is shorthand for this code:
*/
bool Play(unsigned flags = wxSOUND_ASYNC);