wxWidgets/interface/sound.h

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/////////////////////////////////////////////////////////////////////////////
// Name: sound.h
// Purpose: documentation for wxSound class
// Author: wxWidgets team
// RCS-ID: $Id$
// Licence: wxWindows license
/////////////////////////////////////////////////////////////////////////////
/**
@class wxSound
@wxheader{sound.h}
This class represents a short sound (loaded from Windows WAV file), that
can be stored in memory and played. Currently this class is implemented
on Windows and Unix (and uses either
Open Sound System or
Simple DirectMedia Layer).
@library{wxadv}
@category{FIXME}
*/
class wxSound : public wxObject
{
public:
//@{
/**
Constructs a wave object from a file or, under Windows, from a Windows
resource. Call IsOk() to determine whether this
succeeded.
@param fileName
The filename or Windows resource.
@param isResource
@true if fileName is a resource, @false if it is a filename.
*/
wxSound();
wxSound(const wxString& fileName, bool isResource = false);
//@}
/**
Destroys the wxSound object.
*/
~wxSound();
/**
Constructs a wave object from a file or resource.
@param fileName
The filename or Windows resource.
@param isResource
@true if fileName is a resource, @false if it is a filename.
@returns @true if the call was successful, @false otherwise.
*/
bool Create(const wxString& fileName, bool isResource = false);
/**
Returns @true if the object contains a successfully loaded file or resource,
@false otherwise.
*/
bool IsOk() const;
/**
Returns @true if a sound is played at the moment.
This method is currently not implemented under Windows.
*/
static bool IsPlaying() const;
//@{
/**
Plays the sound file. If another sound is playing, it will be interrupted.
Returns @true on success, @false otherwise. Note that in general it is
possible
to delete the object which is being asynchronously played any time after
calling this function and the sound would continue playing, however this
currently doesn't work under Windows for sound objects loaded from memory data.
The possible values for @a flags are:
wxSOUND_SYNC
@c Play will block and wait until the sound is
replayed.
wxSOUND_ASYNC
Sound is played asynchronously,
@c Play returns immediately
wxSOUND_ASYNC | wxSOUND_LOOP
Sound is played asynchronously
and loops until another sound is played,
Stop() is called or the program terminates.
The static form is shorthand for this code:
*/
bool Play(unsigned flags = wxSOUND_ASYNC);
const static bool Play(const wxString& filename,
unsigned flags = wxSOUND_ASYNC);
//@}
/**
If a sound is played, this function stops it.
*/
static void Stop();
};