3c4f71cc3d
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@52634 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
108 lines
3.0 KiB
Objective-C
108 lines
3.0 KiB
Objective-C
/////////////////////////////////////////////////////////////////////////////
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// Name: sound.h
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// Purpose: interface of wxSound
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// Author: wxWidgets team
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// RCS-ID: $Id$
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// Licence: wxWindows license
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/////////////////////////////////////////////////////////////////////////////
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/**
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@class wxSound
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@wxheader{sound.h}
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This class represents a short sound (loaded from Windows WAV file), that
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can be stored in memory and played. Currently this class is implemented
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on Windows and Unix (and uses either
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Open Sound System or
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Simple DirectMedia Layer).
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@library{wxadv}
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@category{FIXME}
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*/
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class wxSound : public wxObject
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{
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public:
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//@{
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/**
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Constructs a wave object from a file or, under Windows, from a Windows
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resource. Call IsOk() to determine whether this
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succeeded.
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@param fileName
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The filename or Windows resource.
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@param isResource
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@true if fileName is a resource, @false if it is a filename.
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*/
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wxSound();
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wxSound(const wxString& fileName, bool isResource = false);
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//@}
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/**
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Destroys the wxSound object.
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*/
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~wxSound();
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/**
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Constructs a wave object from a file or resource.
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@param fileName
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The filename or Windows resource.
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@param isResource
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@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.
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*/
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bool Create(const wxString& fileName, bool isResource = false);
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/**
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Returns @true if the object contains a successfully loaded file or resource,
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@false otherwise.
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*/
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bool IsOk() const;
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/**
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Returns @true if a sound is played at the moment.
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This method is currently not implemented under Windows.
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*/
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static bool IsPlaying() const;
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//@{
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/**
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Plays the sound file. If another sound is playing, it will be interrupted.
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Returns @true on success, @false otherwise. Note that in general it is
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possible
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to delete the object which is being asynchronously played any time after
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calling this function and the sound would continue playing, however this
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currently doesn't work under Windows for sound objects loaded from memory data.
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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
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replayed.
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wxSOUND_ASYNC
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Sound is played asynchronously,
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@c Play returns immediately
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wxSOUND_ASYNC | wxSOUND_LOOP
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Sound is played asynchronously
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and loops until another sound is played,
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Stop() is called or the program terminates.
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The static form is shorthand for this code:
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*/
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bool Play(unsigned flags = wxSOUND_ASYNC);
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const static bool Play(const wxString& filename,
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unsigned flags = wxSOUND_ASYNC);
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//@}
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/**
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If a sound is played, this function stops it.
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*/
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static void Stop();
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};
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