c42b1de68a
wxMMedia compilation fixes OGL and STC makefile build fixes git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@7528 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
244 lines
10 KiB
TeX
244 lines
10 KiB
TeX
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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%% Name: sndfile.tex
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%% Purpose: wxMMedia docs
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%% Author: Guilhem Lavaux <lavaux@easynet.fr>
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%% Modified by:
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%% Created: 2000
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%% RCS-ID: $Id$
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%% Copyright: (c) wxWindows team
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%% Licence: wxWindows licence
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\section{\class{wxSoundFileStream}}\label{wxsoundfilestream}
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Base class for file coders/decoders. This class is not constructor (it is an abstract
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class).
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\wxheading{Derived from}
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\helpref{wxSoundStream}{wxsoundstream}
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\wxheading{Include file}
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wx/sndfile.h
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\wxheading{Data structures}
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\latexignore{\rtfignore{\wxheading{Members}}}
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\membersection{wxSoundFileStream::wxSoundFileStream}\label{wxsoundfilestreamwxsoundfilestream}
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\func{}{wxSoundFileStream}{\param{wxInputStream\& }{stream}, \param{wxSoundStream\& }{io\_sound}}
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It constructs a new file decoder object which will send
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audio data to the specified sound stream.
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The {\it stream} is the input stream to be decoded. The
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{\it io\_sound} is the destination sound stream.
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Once it has been constructed, you cannot change any of
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the specified streams nor the direction of the stream.
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You will have access to the playback functions.
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\func{}{wxSoundFileStream}{\param{wxOutputStream\& }{stream}, \param{wxSoundStream\& }{io\_sound}}
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It constructs a new file coder object which will get
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data to be recorded from the specified sound stream.
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The {\it stream} is the output wxStream. The {\it io\_sound}
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is the source sound stream of the audio data. Once
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it has been constructed, you cannot change any of
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the specified streams nor the direction of the stream.
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\membersection{wxSoundFileStream::\destruct{wxSoundFileStream}}\label{wxsoundfilestreamdtor}
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\func{}{\destruct{wxSoundFileStream}}{\void}
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It destroys the current sound file codec.
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\membersection{wxSoundFileStream::Play}\label{wxsoundfilestreamplay}
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\func{bool}{Play}{\void}
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It starts playing the file. The playing begins, in background
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in nearly all cases, after the return of the function. The
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codec returns to a {\bf stopped} state when it reaches the
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end of the file.
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On success, it returns TRUE.
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\membersection{wxSoundFileStream::Record}\label{wxsoundfilestreamrecord}
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\func{bool}{Record}{\param{wxUint32 }{time}}
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It starts recording data from the sound stream and writing them
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to the output stream. You have to precise the recording length in
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parameter. This length is expressed in seconds. If you want to
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control the record length (using \helpref{Stop}{wxsoundfilestreamstop}),
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you can set it to wxSOUND\_INFINITE\_TIME.
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On success, it returns TRUE.
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\membersection{wxSoundFileStream::Stop}\label{wxsoundfilestreamstop}
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\func{bool}{Stop}{\void}
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It stops either recording or playing. Whatever happens (even unexpected
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errors), the stream is stopped when the function returns. When you are
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in recording mode, the file headers are updated and flushed if possible
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(ie: if the output stream is seekable).
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On success, it returns TRUE.
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\membersection{wxSoundFileStream::Pause}\label{wxsoundfilestreampause}
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\func{bool}{Pause}{\void}
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The file codec tries to pause the stream: it means that it stops audio
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production but keep the file pointer at the place.
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If the file codec is already paused, it returns FALSE.
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On success, it returns TREE.
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\membersection{wxSoundFileStream::Resume}\label{wxsoundfilestreamresume}
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\func{bool}{Resume}{\void}
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When the file codec has been paused using
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\helpref{Pause}{wxsoundfilestreampause}, you could be interrested in
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resuming it. This is the goal of this function.
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\membersection{wxSoundFileStream::IsStopped}\label{wxsoundfilestreamisstopped}
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\constfunc{bool}{IsStopped}{\void}
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It returns TRUE when the stream is stopped, in another case it returns
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FALSE.
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\membersection{wxSoundFileStream::IsPaused}\label{wxsoundfilestreamispaused}
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\constfunc{bool}{IsPaused}{\void}
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It returns TRUE when the stream is paused, in another case it returns
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FALSE.
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\membersection{wxSoundFileStream::StartProduction}\label{wxsoundfilestreamstartproduction}
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\func{bool}{StartProduction}{\param{int }{evt}}
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It is really not advised you call this function. From the wxSoundFileStream
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point of view it is an internal function. Internally, it is called after
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the file stream has been prepared to be played or to receive audio data and
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when it wants to start processing audio data.
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\membersection{wxSoundFileStream::StopProduction}\label{wxsoundfilestreamstopproduction}
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\func{bool}{StopProduction}{\void}
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As for \helpref{StartProduction}{wxsoundfilestreamstopproduction}, it is not
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advised for you to call this function. It is called by
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\helpref{Stop}{wxsoundfilestreamstop} when it needs to stop the audio data
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processing.
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\membersection{wxSoundFileStream::GetLength}\label{wxsoundfilestreamgetlength}
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\func{wxUint32}{GetLength}{\void}
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It returns the audio data length of the file stream. This length is expressed
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in bytes. If you need the length in seconds, you will need to use
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\helpref{GetSoundFormat}{wxsoundstreamgetsoundformat} and
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\helpref{GetTimeFromBytes}{wxsoundformatbasegettimefrombytes}.
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\membersection{wxSoundFileStream::GetPosition}\label{wxsoundfilestreamgetposition}
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\func{wxUint32}{GetPosition}{\void}
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It returns the current position in the soundfile stream. The position
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is expressed in bytes. If you need the length in seconds, you will need to use
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\helpref{GetSoundFormat}{wxsoundstreamgetsoundformat} and
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\helpref{GetTimeFromBytes}{wxsoundformatbasegettimefrombytes}.
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\membersection{wxSoundFileStream::SetPosition}\label{wxsoundfilestreamsetposition}
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\func{wxUint32}{SetPosition}{\param{wxUint32 }{new\_position}}
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It sets the current in the soundfile stream. The position
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{\it new\_position} must be expressed in bytes. You can get
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a length/position in bytes from a time value using
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\helpref{GetSoundFormat}{wxsoundstreamgetsoundformat} and
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\helpref{GetTimeFromBytes}{wxsoundformatbasegettimefrombytes}.
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On success, it returns TRUE.
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\wxheading{Warning}
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Some wxStream may not be capable to support this function as
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it may not support the seekable functionnality. If this happens,
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it returns FALSE and leave the stream at the same position.
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\membersection{wxSoundFileStream::Read}\label{wxsoundfilestreamread}
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\func{wxSoundStream\&}{Read}{\param{void* }{buffer}, \param{wxUint32 }{len}}
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You can obtain the audio data encoded in the file using this function.
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But it must be considered as an internal function. Used carelessly, it
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may corrupt the current state of the stream.
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Data are returned using in the original file coding (You must use a sound
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format object to decode it).
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\membersection{wxSoundFileStream::Write}\label{wxsoundfilestreamwrite}
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\func{wxSoundStream\&}{Write}{\param{const void* }{buffer}, \param{wxUint32 }{len}}
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You can put encoded audio data to the file using this function.
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But it must be considered as an internal function. Used carelessly, it
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may corrupt the current state of the stream.
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Data must be coded with the specified file coding (You must use a sound
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format object to do this).
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\membersection{wxSoundFileStream::SetSoundFormat}\label{wxsoundfilestreamsetsoundformat}
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\func{bool}{SetSoundFormat}{\param{const wxSoundFormatBase\& }{format}}
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\membersection{wxSoundFileStream::GetCodecName}\label{wxsoundfilestreamgetcodecname}
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\constfunc{wxString}{GetCodecName}{\void}
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This function returns the Codec name. This is useful for those who
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want to build a player (But also in some other case).
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\membersection{wxSoundFileStream::CanRead}\label{wxsoundfilestreamcanread}
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\func{bool}{CanRead}{\void}
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You should use this function to test whether this file codec can read
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the stream you passed to it.
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\membersection{wxSoundFileStream::PrepareToPlay}\label{wxsoundfilestreampreparetoplay}
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\func{bool}{PrepareToPlay}{\void}
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It is called by wxSoundFileStream to prepare the specific file loader
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to prepare itself to play the file. Actually, this includes reading
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headers and setting the various parameters of the sound format.
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This should not be called by an external user but it should be
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implemented when you inherit wxSoundFileStream to build a new codec.
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It must return when the file is identified and the parameters have
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been set. In all other cases, you must return FALSE.
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\membersection{wxSoundFileStream::PrepareToRecord}\label{wxsoundfilestreampreparetorecord}
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\func{bool}{PrepareToRecord}{\param{wxUint32 }{time}}
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\membersection{wxSoundFileStream::FinishRecording}\label{wxsoundfilestreamfinishrecording}
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\func{bool}{FinishRecording}{\void}
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\membersection{wxSoundFileStream::RepositionStream}\label{wxsoundfilestreamrepositionstream}
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\func{bool}{RepositionStream}{\param{wxUint32 }{position}}
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This is called by wxSoundFileStream::SetPosition to seek the input stream
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to the right position. This must be overidden by the file codec class.
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The position is relative to the beginning of the samples.
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If it is impossible (as for a piped input stream), you must return FALSE.
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\membersection{wxSoundFileStream::FinishPreparation}\label{wxsoundfilestreamfinishpreparation}
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\func{void}{FinishPreparation}{\param{wxUint32 }{len}}
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This is an internal function but it must called by the file codec class when
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the "playing" preparation is finished and you know the size of the stream.
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If it is an {\it infinite} stream, you should set this to wxSOUND\_INFINITE\_TIME.
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\membersection{wxSoundFileStream::GetData}\label{wxsoundfilestreamgetdata}
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\func{wxUint32}{GetData}{\param{void* }{buffer}, \param{wxUint32 }{len}}
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This is called by wxSoundFileStream when it needs to get new sound data to
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send to the device driver (or to a conversion codec). This must be eventually
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overidden by the file codec class. The default behaviour is simply to read from
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the input stream.
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\membersection{wxSoundFileStream::PutData}\label{wxsoundfilestreamputdata}
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\func{wxUint32}{PutData}{\param{const void* }{buffer}, \param{wxUint32 }{len}}
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This is called by wxSoundFileStream when it needs to put new sound data received
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from the device driver (or from a conversion codec). This must be eventually
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overidden by the file codec class. The default behaviour is simply to write to
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the input stream.
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