Use "wxWindows licence" and not "wxWidgets licence" (the latter doesn't exist) and consistently spell "licence" using British spelling. See #12165. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@64940 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
		
			
				
	
	
		
			101 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Objective-C
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
		
			3.1 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 licence
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| /////////////////////////////////////////////////////////////////////////////
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| 
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| /**
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|     @class wxSound
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| 
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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.
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| 
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|     Currently this class is implemented on Windows and Unix (and uses either
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|     Open Sound System or Simple DirectMedia Layer).
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| 
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|     @library{wxadv}
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|     @category{media}
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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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|         Default ctor.
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|     */
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|     wxSound();
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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 succeeded.
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| 
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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(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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|     virtual ~wxSound();
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| 
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|     /**
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|         Constructs a wave object from a file or resource.
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| 
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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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|         @return @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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|     /**
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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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|     /**
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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();
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| 
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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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| 
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|         Returns @true on success, @false otherwise. Note that in general it is
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|         possible to delete the object which is being asynchronously played any time
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|         after 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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| 
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|         The possible values for @a flags are:
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|         - wxSOUND_SYNC: @c Play will block and wait until the sound is replayed.
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|         - wxSOUND_ASYNC: Sound is played asynchronously, @c Play returns immediately.
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|         - wxSOUND_ASYNC|wxSOUND_LOOP: Sound is played asynchronously and loops
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|                                       until another sound is played, Stop() is
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|                                       called or the program terminates.
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| 
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|         The static form is shorthand for this code:
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|         @code
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|         wxSound(filename).Play(flags);
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|         @endcode
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|     */
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|     bool Play(unsigned flags = wxSOUND_ASYNC) const;
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|     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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|     /**
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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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| 
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