Ctrl+O Select WAV file Ctrl+S "Play sound synchronously" Ctrl+A "Play sound asynchronously" Ctrl+T "Play sound asynchronously (object on stack)" (T for temporary) Ctrl+L "Loop sound" git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@30041 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
		
			
				
	
	
		
			265 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			265 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/////////////////////////////////////////////////////////////////////////////
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// Name:        sound.cpp
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// Purpose:     Example of sound playing in wxWidgets
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// Author:      Vaclav Slavik
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// Modified by:
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// Created:     2004/01/29
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// RCS-ID:      $Id$
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// Copyright:   (c) 2004 Vaclav Salvik
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// Licence:     wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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    #pragma hdrstop
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#endif
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// for all others, include the necessary headers (this file is usually all you
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// need because it includes almost all "standard" wxWidgets headers)
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#ifndef WX_PRECOMP
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    #include "wx/app.h"
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    #include "wx/frame.h"
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    #include "wx/menu.h"
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    #include "wx/msgdlg.h"
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    #include "wx/icon.h"
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    #include "wx/textctrl.h"
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    #include "wx/filedlg.h"
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#endif
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#include "wx/sound.h"
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#include "wx/numdlg.h"
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// ----------------------------------------------------------------------------
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// resources
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// ----------------------------------------------------------------------------
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// the application icon (under Windows and OS/2 it is in resources)
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#if defined(__WXGTK__) || defined(__WXMOTIF__) || defined(__WXMAC__) || defined(__WXMGL__) || defined(__WXX11__)
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    #include "../sample.xpm"
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#endif
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#define WAV_FILE _T("doggrowl.wav")
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// ----------------------------------------------------------------------------
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// private classes
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// ----------------------------------------------------------------------------
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class MyApp : public wxApp
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{
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public:
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    virtual bool OnInit();
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};
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class MyFrame : public wxFrame
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{
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public:
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    // ctor(s)
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    MyFrame(const wxString& title);
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    ~MyFrame() { delete m_sound; }
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    // event handlers (these functions should _not_ be virtual)
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    void OnPlaySync(wxCommandEvent& event);
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    void OnPlayAsync(wxCommandEvent& event);
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    void OnPlayAsyncOnStack(wxCommandEvent& event);
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    void OnPlayLoop(wxCommandEvent& event);
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    void OnSelectFile(wxCommandEvent& event);
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    void OnQuit(wxCommandEvent& event);
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    void OnAbout(wxCommandEvent& event);
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    void NotifyUsingFile(const wxString& name);
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private:
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    wxSound*    m_sound;
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    wxString    m_soundFile;
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    wxTextCtrl* m_tc;
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    // any class wishing to process wxWidgets events must use this macro
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    DECLARE_EVENT_TABLE()
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};
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// ----------------------------------------------------------------------------
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// constants
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// ----------------------------------------------------------------------------
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// IDs for the controls and the menu commands
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enum
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{
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    // menu items
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    Sound_Quit = wxID_EXIT,
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    Sound_About = wxID_ABOUT,
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    Sound_PlaySync = wxID_HIGHEST + 1,
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    Sound_PlayAsync,
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    Sound_PlayAsyncOnStack,
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    Sound_PlayLoop,
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    Sound_SelectFile
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};
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// ----------------------------------------------------------------------------
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// event tables and other macros for wxWidgets
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// ----------------------------------------------------------------------------
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// the event tables connect the wxWidgets events with the functions (event
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// handlers) which process them. It can be also done at run-time, but for the
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// simple menu events like this the static method is much simpler.
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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    EVT_MENU(Sound_SelectFile,       MyFrame::OnSelectFile)
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    EVT_MENU(Sound_Quit,             MyFrame::OnQuit)
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    EVT_MENU(Sound_About,            MyFrame::OnAbout)
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    EVT_MENU(Sound_PlaySync,         MyFrame::OnPlaySync)
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    EVT_MENU(Sound_PlayAsync,        MyFrame::OnPlayAsync)
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    EVT_MENU(Sound_PlayAsyncOnStack, MyFrame::OnPlayAsyncOnStack)
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    EVT_MENU(Sound_PlayLoop,         MyFrame::OnPlayLoop)
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END_EVENT_TABLE()
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// Create a new application object: this macro will allow wxWidgets to create
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// the application object during program execution (it's better than using a
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// static object for many reasons) and also implements the accessor function
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// wxGetApp() which will return the reference of the right type (i.e. MyApp and
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// not wxApp)
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IMPLEMENT_APP(MyApp)
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// ============================================================================
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// implementation
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// ============================================================================
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// ----------------------------------------------------------------------------
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// the application class
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// ----------------------------------------------------------------------------
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// 'Main program' equivalent: the program execution "starts" here
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bool MyApp::OnInit()
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{
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    // create the main application window
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    MyFrame *frame = new MyFrame(_T("wxWidgets Sound Sample"));
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    // and show it (the frames, unlike simple controls, are not shown when
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    // created initially)
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    frame->Show(true);
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    // success: wxApp::OnRun() will be called which will enter the main message
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    // loop and the application will run. If we returned false here, the
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    // application would exit immediately.
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    return true;
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}
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// ----------------------------------------------------------------------------
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// main frame
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// ----------------------------------------------------------------------------
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// frame constructor
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MyFrame::MyFrame(const wxString& title)
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       : wxFrame(NULL, wxID_ANY, title)
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{
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    m_sound = NULL;
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    m_soundFile = WAV_FILE;
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    // set the frame icon
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    SetIcon(wxICON(sample));
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    wxMenu *menuFile = new wxMenu;
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    wxMenu *helpMenu = new wxMenu;
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    wxMenu *playMenu = new wxMenu;
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    helpMenu->Append(Sound_About, _T("&About...\tF1"), _T("Show about dialog"));
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    menuFile->Append(Sound_SelectFile, _T("&Select WAV file\tCtrl+O"), _T("Select a new wav file to play"));
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    menuFile->Append(Sound_Quit, _T("E&xit\tAlt-X"), _T("Quit this program"));
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    playMenu->Append(Sound_PlaySync, _T("Play sound &synchronously\tCtrl+S"));
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    playMenu->Append(Sound_PlayAsync, _T("Play sound &asynchronously\tCtrl+A"));
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    playMenu->Append(Sound_PlayAsyncOnStack, _T("Play sound asynchronously (&object on stack)\tCtrl+T"));
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    playMenu->Append(Sound_PlayLoop, _T("&Loop sound\tCtrl+L"));
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    // now append the freshly created menu to the menu bar...
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    wxMenuBar *menuBar = new wxMenuBar();
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    menuBar->Append(menuFile, _T("&File"));
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    menuBar->Append(playMenu, _T("&Play"));
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    menuBar->Append(helpMenu, _T("&Help"));
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    // ... and attach this menu bar to the frame
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    SetMenuBar(menuBar);
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    m_tc = new wxTextCtrl(this, wxID_ANY, wxEmptyString,
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                          wxDefaultPosition, wxDefaultSize,
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                          wxTE_MULTILINE|wxTE_READONLY);
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    NotifyUsingFile(m_soundFile);
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}
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void MyFrame::NotifyUsingFile(const wxString& name)
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{
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    wxString msg;
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    msg << _T("Using sound file: ") << name << _T("\n");
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    m_tc->AppendText(msg);
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}
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// event handlers
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void MyFrame::OnSelectFile(wxCommandEvent& WXUNUSED(event))
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{
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    wxFileDialog dlg(this, _T("Choose a sound file"),
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                     wxEmptyString, wxEmptyString,
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                     _T("WAV files (*.wav)|*.wav"), wxOPEN|wxCHANGE_DIR);
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    if ( dlg.ShowModal() == wxID_OK )
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    {
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        m_soundFile = dlg.GetPath();
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        delete m_sound;
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        m_sound = NULL;
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        NotifyUsingFile(m_soundFile);
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    }
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}
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void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
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{
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    // true is to force the frame to close
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    Close(true);
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}
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void MyFrame::OnPlaySync(wxCommandEvent& WXUNUSED(event))
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{
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    wxBusyCursor busy;
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    if (!m_sound)
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        m_sound = new wxSound(m_soundFile);
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    if (m_sound->IsOk())
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        m_sound->Play(wxSOUND_SYNC);
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}
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void MyFrame::OnPlayAsync(wxCommandEvent& WXUNUSED(event))
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{
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    wxBusyCursor busy;
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    if (!m_sound)
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        m_sound = new wxSound(m_soundFile);
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    if (m_sound->IsOk())
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        m_sound->Play(wxSOUND_ASYNC);
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}
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void MyFrame::OnPlayAsyncOnStack(wxCommandEvent& WXUNUSED(event))
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{
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    wxBusyCursor busy;
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    wxSound snd(m_soundFile);
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    if (snd.IsOk())
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        snd.Play(wxSOUND_ASYNC);
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}
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void MyFrame::OnPlayLoop(wxCommandEvent& WXUNUSED(event))
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{
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    wxBusyCursor busy;
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    if (!m_sound)
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        m_sound = new wxSound(m_soundFile);
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    if (m_sound->IsOk())
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        m_sound->Play(wxSOUND_ASYNC | wxSOUND_LOOP);
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}
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void MyFrame::OnAbout(wxCommandEvent& WXUNUSED(event))
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{
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    wxString msg;
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    msg.Printf( _T("This is the About dialog of the sound sample.\n")
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                _T("Welcome to %s"), wxVERSION_STRING);
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    wxMessageBox(msg, _T("About"), wxOK | wxICON_INFORMATION, this);
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}
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