2004-03-23 12:35:05 -05:00
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/////////////////////////////////////////////////////////////////////////////
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// Name: sound.h
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// Purpose: wxSound class (loads and plays short Windows .wav files).
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// Optional on non-Windows platforms.
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2004-07-31 03:36:13 -04:00
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// Author: Ryan Norton, Stefan Csomor
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2004-03-23 12:35:05 -05:00
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// Modified by:
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// Created: 1998-01-01
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// RCS-ID: $Id$
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2004-07-31 03:36:13 -04:00
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// Copyright: (c) Ryan Norton, Stefan Csomor
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2004-05-23 16:53:33 -04:00
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// Licence: wxWindows licence
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2004-03-23 12:35:05 -05:00
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _WX_SOUND_H_
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#define _WX_SOUND_H_
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#if wxUSE_SOUND
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#include "wx/object.h"
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class WXDLLEXPORT wxSound : public wxSoundBase
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{
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public:
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wxSound();
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wxSound(const wxString& fileName, bool isResource = FALSE);
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wxSound(int size, const wxByte* data);
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~wxSound();
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public:
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bool Create(const wxString& fileName, bool isResource = FALSE);
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bool IsOk() const { return !m_sndname.IsEmpty(); }
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2004-07-31 03:36:13 -04:00
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static void Stop();
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static bool IsPlaying();
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2004-03-23 12:35:05 -05:00
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2004-07-21 14:20:18 -04:00
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void* GetHandle();
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2004-07-31 03:36:13 -04:00
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protected:
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bool DoPlay(unsigned flags) const;
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private:
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2004-07-21 14:20:18 -04:00
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wxString m_sndname; //file path
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char* m_hSnd; //pointer to resource or memory location
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int m_waveLength; //size of file in memory mode
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void* m_pTimer; //timer
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enum wxSoundType
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{
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wxSound_MEMORY,
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wxSound_FILE,
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wxSound_RESOURCE,
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wxSound_NONE
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} m_type; //mode
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2004-03-23 12:35:05 -05:00
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};
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#endif
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#endif
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// _WX_SOUND_H_
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