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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