wxWidgets/contrib/include/wx/mmedia/sndfile.h

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// --------------------------------------------------------------------------
// Name: sndfile.h
// Purpose:
// Date: 08/11/1999
// Author: Guilhem Lavaux <lavaux@easynet.fr> (C) 1999
// CVSID: $Id$
// --------------------------------------------------------------------------
#ifndef _WX_SNDFILE_H
#define _WX_SNDFILE_H
#include "wx/defs.h"
#include "wx/stream.h"
#include "wx/mmedia/sndbase.h"
#include "wx/mmedia/sndcodec.h"
#define wxSOUND_INFINITE_TIME ((wxUint32)-1)
//
// Codec router class
//
class WXDLLEXPORT wxSoundRouterStream: public wxSoundStreamCodec {
public:
wxSoundRouterStream(wxSoundStream& sndio);
~wxSoundRouterStream();
wxSoundStream& Read(void *buffer, wxUint32 len);
wxSoundStream& Write(const void *buffer, wxUint32 len);
bool SetSoundFormat(const wxSoundFormatBase& format);
bool StartProduction(int evt);
bool StopProduction();
wxUint32 GetBestSize() const;
protected:
wxSoundStream *m_router;
};
typedef enum {
wxSOUND_FILE_STOPPED,
wxSOUND_FILE_PAUSED,
wxSOUND_FILE_PLAYING,
wxSOUND_FILE_RECORDING
} wxSoundFileState;
//
// Base class for file coders/decoders
//
class wxSoundFileStream: public wxSoundStream {
public:
wxSoundFileStream(wxInputStream& stream, wxSoundStream& io_sound);
wxSoundFileStream(wxOutputStream& stream, wxSoundStream& io_sound);
~wxSoundFileStream();
// Usual sound file calls (Play, Stop, ...)
bool Play();
bool Record(wxUint32 time);
bool Stop();
bool Pause();
bool Resume();
// Functions which return the current state
bool IsStopped() const { return m_state == wxSOUND_FILE_STOPPED; }
bool IsPaused() const { return m_state == wxSOUND_FILE_PAUSED; }
// A user should not call these two functions.
// Several things must be done before calling them.
// Users should use Play(), ...
bool StartProduction(int evt);
bool StopProduction();
// These three functions deals with the length, the position in the sound file.
// All the values are expressed in bytes. If you need the values expressed
// in terms of time, you have to use GetSoundFormat().GetTimeFromBytes(...)
wxUint32 GetLength();
wxUint32 GetPosition();
wxUint32 SetPosition(wxUint32 new_position);
// These two functions use the sound format specified by GetSoundFormat().
// All samples must be encoded in that format.
wxSoundStream& Read(void *buffer, wxUint32 len);
wxSoundStream& Write(const void *buffer, wxUint32 len);
// This function set the sound format of the file. !! It must be used only
// when you are in output mode (concerning the file) !! If you are in
// input mode (concerning the file) you can't use this function to modify
// the format of the samples returned by Read() !
// For this action, you must use wxSoundRouterStream applied to wxSoundFileStream.
bool SetSoundFormat(const wxSoundFormatBase& format);
// This function returns the Codec name. This is useful for those who want to build
// a player (But also in some other case).
virtual wxString GetCodecName() const;
// You should use this function to test whether this file codec can read
// the stream you passed to it.
virtual bool CanRead() { return FALSE; }
protected:
wxSoundRouterStream m_codec;
wxSoundStream *m_sndio;
wxInputStream *m_input;
wxOutputStream *m_output;
wxSoundFileState m_state, m_oldstate;
wxUint32 m_length, m_bytes_left;
bool m_prepared;
protected:
virtual bool PrepareToPlay() = 0;
virtual bool PrepareToRecord(wxUint32 time) = 0;
virtual bool FinishRecording() = 0;
virtual bool RepositionStream(wxUint32 position) = 0;
void FinishPreparation(wxUint32 len);
virtual wxUint32 GetData(void *buffer, wxUint32 len) = 0;
virtual wxUint32 PutData(const void *buffer, wxUint32 len) = 0;
void OnSoundEvent(int evt);
};
#endif