// -------------------------------------------------------------------------- // Name: sndfile.h // Purpose: // Date: 08/11/1999 // Author: Guilhem Lavaux (C) 1999 // CVSID: $Id$ // -------------------------------------------------------------------------- #ifndef _WX_SNDFILE_H #define _WX_SNDFILE_H #include "wx/defs.h" #include "wx/stream.h" #include "wx/mmedia/defs.h" #include "wx/mmedia/sndbase.h" #include "wx/mmedia/sndcodec.h" #define wxSOUND_INFINITE_TIME ((wxUint32)-1) // // Codec router class // class WXDLLIMPEXP_MMEDIA wxSoundRouterStream: public wxSoundStreamCodec { public: wxSoundRouterStream(wxSoundStream& sndio); ~wxSoundRouterStream(); wxSoundStream& Read(void *buffer, wxUint32 len); wxSoundStream& Write(const void *buffer, wxUint32 len); bool SetSoundFormat(const wxSoundFormatBase& format); bool StartProduction(int evt); bool StopProduction(); wxUint32 GetBestSize() const; protected: wxSoundStream *m_router; }; typedef enum { wxSOUND_FILE_STOPPED, wxSOUND_FILE_PAUSED, wxSOUND_FILE_PLAYING, wxSOUND_FILE_RECORDING } wxSoundFileState; // // Base class for file coders/decoders // class wxSoundFileStream: public wxSoundStream { public: wxSoundFileStream(wxInputStream& stream, wxSoundStream& io_sound); wxSoundFileStream(wxOutputStream& stream, wxSoundStream& io_sound); ~wxSoundFileStream(); // Usual sound file calls (Play, Stop, ...) bool Play(); bool Record(wxUint32 time); bool Stop(); bool Pause(); bool Resume(); // Functions which return the current state bool IsStopped() const { return m_state == wxSOUND_FILE_STOPPED; } bool IsPaused() const { return m_state == wxSOUND_FILE_PAUSED; } // A user should not call these two functions. // Several things must be done before calling them. // Users should use Play(), ... bool StartProduction(int evt); bool StopProduction(); // These three functions deals with the length, the position in the sound file. // All the values are expressed in bytes. If you need the values expressed // in terms of time, you have to use GetSoundFormat().GetTimeFromBytes(...) wxUint32 GetLength(); wxUint32 GetPosition(); wxUint32 SetPosition(wxUint32 new_position); // These two functions use the sound format specified by GetSoundFormat(). // All samples must be encoded in that format. wxSoundStream& Read(void *buffer, wxUint32 len); wxSoundStream& Write(const void *buffer, wxUint32 len); // This function set the sound format of the file. !! It must be used only // when you are in output mode (concerning the file) !! If you are in // input mode (concerning the file) you can't use this function to modify // the format of the samples returned by Read() ! // For this action, you must use wxSoundRouterStream applied to wxSoundFileStream. bool SetSoundFormat(const wxSoundFormatBase& format); // This function returns the Codec name. This is useful for those who want to build // a player (But also in some other case). virtual wxString GetCodecName() const; // You should use this function to test whether this file codec can read // the stream you passed to it. virtual bool CanRead() { return FALSE; } protected: wxSoundRouterStream m_codec; wxSoundStream *m_sndio; wxInputStream *m_input; wxOutputStream *m_output; wxSoundFileState m_state, m_oldstate; wxUint32 m_length, m_bytes_left; bool m_prepared; protected: virtual bool PrepareToPlay() = 0; virtual bool PrepareToRecord(wxUint32 time) = 0; virtual bool FinishRecording() = 0; virtual bool RepositionStream(wxUint32 position) = 0; void FinishPreparation(wxUint32 len); virtual wxUint32 GetData(void *buffer, wxUint32 len) = 0; virtual wxUint32 PutData(const void *buffer, wxUint32 len) = 0; void OnSoundEvent(int evt); }; #endif