* Added wxMMedia in the repository so people interrested in it can work on it
* WARNING! It is quite unstable on Windows and it doesn't work on Linux for the moment because I didn't finish fixing the CODEC stream. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@975 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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108
utils/wxMMedia/sndwin.h
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108
utils/wxMMedia/sndwin.h
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// /////////////////////////////////////////////////////////////////////////////
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// Name: sndwin.h
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// Purpose: wxMMedia
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// Author: Guilhem Lavaux
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// Created: 1997
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// Updated: 1998
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// Copyright: (C) 1997, 1998, Guilhem Lavaux
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// License: wxWindows license
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// /////////////////////////////////////////////////////////////////////////////
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/* Real -*- C++ -*- */
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#ifndef __SND_win_H__
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#define __SND_win_H__
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#include "sndsnd.h"
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#include "sndfrag.h"
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#ifdef WXMMEDIA_INTERNAL
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#include <wx/msw/private.h>
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#include <windows.h>
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#include <mmsystem.h>
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typedef struct wxWinSoundInternal {
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HWAVEOUT devout_id;
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HWAVEIN devin_id;
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HWND sndWin;
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} wxWinSoundInternal;
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typedef struct wxSndWinInfo {
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HGLOBAL h_data, h_hdr;
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char *data;
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WAVEHDR *hdr;
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} wxSndWinInfo;
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#endif
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/** Sound buffer fragmenter: windows specific implementation
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* @author Guilhem Lavaux
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*/
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class wxSndWinFragment : public wxFragmentBuffer {
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public:
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wxSndWinFragment(wxSound& io_drv);
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virtual ~wxSndWinFragment(void);
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virtual void AllocIOBuffer(void);
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virtual void FreeIOBuffer(void);
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virtual bool OnBufferFilled(wxFragBufPtr *ptr, wxSndMode mode);
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void WaitForAll();
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};
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///
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class wxWinSound : public wxSound {
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///
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DECLARE_DYNAMIC_CLASS(wxWinSound)
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protected:
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struct wxWinSoundInternal *internal;
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///
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bool wout_opened, win_opened;
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///
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wxUint32 curr_o_srate, curr_i_srate;
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///
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wxUint8 curr_o_bps, curr_i_bps;
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///
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bool curr_o_stereo, curr_i_stereo;
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///
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wxSndMode curr_mode;
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///
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wxSndWinFragment fragments;
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#ifdef WXMMEDIA_INTERNAL
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///
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friend LRESULT APIENTRY _EXPORT wxSoundHandlerWndProc(HWND win,
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UINT message,
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WPARAM wParam, LPARAM lParam);
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#endif
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public:
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///
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wxWinSound(void);
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///
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virtual ~wxWinSound(void);
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///
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void OnNeedBuffer(wxSndMode mode);
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///
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void StopBuffer(wxSndBuffer& buf);
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protected:
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///
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virtual bool Wakeup(wxSndBuffer& buf);
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///
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bool Reopen(wxSndBuffer& buf, bool force);
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///
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friend class wxSndWinFragment;
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///
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void PrepareHeader(wxFragmentBuffer::wxFragBufPtr& frag, wxSndMode mode);
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///
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void UnprepareHeader(wxFragmentBuffer::wxFragBufPtr& frag, wxSndMode mode);
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};
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#endif
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