///////////////////////////////////////////////////////////////////////////// // Name: sound.h // Purpose: wxSound class (loads and plays short Windows .wav files). // Optional on non-Windows platforms. // Authors: David Elliott, Ryan Norton // Modified by: // Created: 2004-10-02 // RCS-ID: $Id$ // Copyright: (c) 2004 David Elliott, Ryan Norton // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #ifndef _WX_COCOA_SOUND_H_ #define _WX_COCOA_SOUND_H_ #include "wx/object.h" #include "wx/cocoa/ObjcRef.h" class WXDLLEXPORT wxSound : public wxSoundBase { public: wxSound() : m_cocoaNSSound(NULL) {} wxSound(const wxString& fileName, bool isResource = false) : m_cocoaNSSound(NULL) { Create(fileName, isResource); } wxSound(int size, const wxByte* data) : m_cocoaNSSound(NULL) { LoadWAV(data,size,true); } wxSound(const wxSound& sound); // why not? virtual ~wxSound(); public: bool Create(const wxString& fileName, bool isResource = false); bool IsOk() const { return m_cocoaNSSound; } static void Stop(); static bool IsPlaying(); void SetNSSound(WX_NSSound cocoaNSSound); inline WX_NSSound GetNSSound() { return m_cocoaNSSound; } protected: bool DoPlay(unsigned flags) const; bool LoadWAV(const wxUint8 *data, size_t length, bool copyData); private: WX_NSSound m_cocoaNSSound; static const wxObjcAutoRefFromAlloc sm_cocoaDelegate; }; #endif //ndef _WX_COCOA_SOUND_H_