It constructs a new file decoder object which will send
audio data to the specified sound stream.
The {\it stream} is the input stream to be decoded. The
-{\it io_sound} is the destination sound stream.
+{\it io\_sound} is the destination sound stream.
Once it has been constructed, you cannot change any of
the specified streams nor the direction of the stream.
It constructs a new file coder object which will get
data to be recorded from the specified sound stream.
-The {\it stream} is the output wxStream. The {\it io_sound}
+The {\it stream} is the output wxStream. The {\it io\_sound}
is the source sound stream of the audio data. Once
it has been constructed, you cannot change any of
the specified streams nor the direction of the stream.
to the output stream. You have to precise the recording length in
parameter. This length is expressed in seconds. If you want to
control the record length (using \helpref{Stop}{wxsoundfilestreamstop}),
-you can set it to wxSOUND_INFINITE_TIME.
+you can set it to wxSOUND\_INFINITE\_TIME.
On success, it returns TRUE.
You should use this function to test whether this file codec can read
the stream you passed to it.
-
\membersection{wxSoundFileStream::PrepareToPlay}\label{wxsoundfilestreampreparetoplay}
\func{bool}{PrepareToPlay}{\void}
+It is called by wxSoundFileStream to prepare the specific file loader
+to prepare itself to play the file. Actually, this includes reading
+headers and setting the various parameters of the sound format.
+This should not be called by an external user but it should be
+implemented when you inherit wxSoundFileStream to build a new codec.
+
+It must return when the file is identified and the parameters have
+been set. In all other cases, you must return FALSE.
\membersection{wxSoundFileStream::PrepareToRecord}\label{wxsoundfilestreampreparetorecord}
\func{bool}{PrepareToRecord}{\param{wxUint32 }{time}}
-
\membersection{wxSoundFileStream::FinishRecording}\label{wxsoundfilestreamfinishrecording}
\func{bool}{FinishRecording}{\void}
-
\membersection{wxSoundFileStream::RepositionStream}\label{wxsoundfilestreamrepositionstream}
-
\func{bool}{RepositionStream}{\param{wxUint32 }{position}}
+This is called by wxSoundFileStream::SetPosition to seek the input stream
+to the right position. This must be overidden by the file codec class.
+The position is relative to the beginning of the samples.
+If it is impossible (as for a piped input stream), you must return FALSE.
\membersection{wxSoundFileStream::FinishPreparation}\label{wxsoundfilestreamfinishpreparation}
-
\func{void}{FinishPreparation}{\param{wxUint32 }{len}}
+This is an internal function but it must called by the file codec class when
+the "playing" preparation is finished and you know the size of the stream.
+If it is an {\it infinite} stream, you should set this to wxSOUND\_INFINITE\_TIME.
\membersection{wxSoundFileStream::GetData}\label{wxsoundfilestreamgetdata}
-
\func{wxUint32}{GetData}{\param{void* }{buffer}, \param{wxUint32 }{len}}
+This is called by wxSoundFileStream when it needs to get new sound data to
+send to the device driver (or to a conversion codec). This must be eventually
+overidden by the file codec class. The default behaviour is simply to read from
+the input stream.
\membersection{wxSoundFileStream::PutData}\label{wxsoundfilestreamputdata}
-
\func{wxUint32}{PutData}{\param{const void* }{buffer}, \param{wxUint32 }{len}}
-
-\membersection{wxSoundFileStream::OnSoundEvent}\label{wxsoundfilestreamonsoundevent}
-
-\func{void}{OnSoundEvent}{\param{int }{evt}}
-
+This is called by wxSoundFileStream when it needs to put new sound data received
+from the device driver (or from a conversion codec). This must be eventually
+overidden by the file codec class. The default behaviour is simply to write to
+the input stream.