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