e8482f24cf
Added contrib configure Made wxSocket sample compile Made OGL compile Modified main configure to pass some more parameter to children Changed the wxProcess doc according to the modification Still some win makefiles to come git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@6461 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
126 lines
3.9 KiB
C++
126 lines
3.9 KiB
C++
// --------------------------------------------------------------------------
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// Name: sndfile.h
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// Purpose:
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// Date: 08/11/1999
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// Author: Guilhem Lavaux <lavaux@easynet.fr> (C) 1999
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// CVSID: $Id$
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// --------------------------------------------------------------------------
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#ifndef _WX_SNDFILE_H
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#define _WX_SNDFILE_H
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#include "wx/defs.h"
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#include "wx/stream.h"
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#include "wx/mmedia/sndbase.h"
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#include "wx/mmedia/sndcodec.h"
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#define wxSOUND_INFINITE_TIME ((wxUint32)-1)
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//
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// Codec router class
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//
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class WXDLLEXPORT wxSoundRouterStream: public wxSoundStreamCodec {
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public:
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wxSoundRouterStream(wxSoundStream& sndio);
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~wxSoundRouterStream();
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wxSoundStream& Read(void *buffer, wxUint32 len);
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wxSoundStream& Write(const void *buffer, wxUint32 len);
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bool SetSoundFormat(const wxSoundFormatBase& format);
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bool StartProduction(int evt);
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bool StopProduction();
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wxUint32 GetBestSize() const;
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protected:
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wxSoundStream *m_router;
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};
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typedef enum {
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wxSOUND_FILE_STOPPED,
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wxSOUND_FILE_PAUSED,
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wxSOUND_FILE_PLAYING,
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wxSOUND_FILE_RECORDING
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} wxSoundFileState;
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//
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// Base class for file coders/decoders
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//
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class wxSoundFileStream: public wxSoundStream {
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public:
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wxSoundFileStream(wxInputStream& stream, wxSoundStream& io_sound);
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wxSoundFileStream(wxOutputStream& stream, wxSoundStream& io_sound);
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~wxSoundFileStream();
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// Usual sound file calls (Play, Stop, ...)
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bool Play();
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bool Record(wxUint32 time);
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bool Stop();
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bool Pause();
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bool Resume();
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// Functions which return the current state
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bool IsStopped() const { return m_state == wxSOUND_FILE_STOPPED; }
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bool IsPaused() const { return m_state == wxSOUND_FILE_PAUSED; }
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// A user should not call these two functions.
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// Several things must be done before calling them.
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// Users should use Play(), ...
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bool StartProduction(int evt);
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bool StopProduction();
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// These three functions deals with the length, the position in the sound file.
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// All the values are expressed in bytes. If you need the values expressed
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// in terms of time, you have to use GetSoundFormat().GetTimeFromBytes(...)
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wxUint32 GetLength();
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wxUint32 GetPosition();
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wxUint32 SetPosition(wxUint32 new_position);
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// These two functions use the sound format specified by GetSoundFormat().
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// All samples must be encoded in that format.
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wxSoundStream& Read(void *buffer, wxUint32 len);
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wxSoundStream& Write(const void *buffer, wxUint32 len);
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// This function set the sound format of the file. !! It must be used only
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// when you are in output mode (concerning the file) !! If you are in
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// input mode (concerning the file) you can't use this function to modify
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// the format of the samples returned by Read() !
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// For this action, you must use wxSoundRouterStream applied to wxSoundFileStream.
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bool SetSoundFormat(const wxSoundFormatBase& format);
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// This function returns the Codec name. This is useful for those who want to build
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// a player (But also in some other case).
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virtual wxString GetCodecName() const;
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// You should use this function to test whether this file codec can read
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// the stream you passed to it.
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virtual bool CanRead() { return FALSE; }
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protected:
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wxSoundRouterStream m_codec;
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wxSoundStream *m_sndio;
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wxInputStream *m_input;
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wxOutputStream *m_output;
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wxSoundFileState m_state, m_oldstate;
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wxUint32 m_length, m_bytes_left;
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bool m_prepared;
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protected:
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virtual bool PrepareToPlay() = 0;
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virtual bool PrepareToRecord(wxUint32 time) = 0;
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virtual bool FinishRecording() = 0;
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virtual bool RepositionStream(wxUint32 position) = 0;
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void FinishPreparation(wxUint32 len);
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virtual wxUint32 GetData(void *buffer, wxUint32 len) = 0;
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virtual wxUint32 PutData(const void *buffer, wxUint32 len) = 0;
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void OnSoundEvent(int evt);
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};
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#endif
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