///////////////////////////////////////////////////////////////////////////// // Name: wx/unix/sound.h // Purpose: wxSound class // Author: Julian Smart, Vaclav Slavik // Modified by: // Created: 25/10/98 // RCS-ID: $Id: sound.h 47254 2007-07-09 10:09:52Z VS $ // Copyright: (c) Julian Smart, Vaclav Slavik // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #ifndef _WX_SOUND_H_ #define _WX_SOUND_H_ #include "wx/defs.h" #if wxUSE_SOUND #include "wx/object.h" // ---------------------------------------------------------------------------- // wxSound: simple audio playback class // ---------------------------------------------------------------------------- class WXDLLIMPEXP_FWD_ADV wxSoundBackend; class WXDLLIMPEXP_FWD_ADV wxSound; class WXDLLIMPEXP_FWD_BASE wxDynamicLibrary; /// Sound data, as loaded from .wav file: class WXDLLIMPEXP_ADV wxSoundData { public: wxSoundData() : m_refCnt(1) {} void IncRef(); void DecRef(); // .wav header information: unsigned m_channels; // num of channels (mono:1, stereo:2) unsigned m_samplingRate; unsigned m_bitsPerSample; // if 8, then m_data contains unsigned 8bit // samples (wxUint8), if 16 then signed 16bit // (wxInt16) unsigned m_samples; // length in samples: // wave data: size_t m_dataBytes; wxUint8 *m_data; // m_dataBytes bytes of data private: ~wxSoundData(); unsigned m_refCnt; wxUint8 *m_dataWithHeader; // ditto, but prefixed with .wav header friend class wxSound; }; /// Simple sound class: class WXDLLIMPEXP_ADV wxSound : public wxSoundBase { public: wxSound(); wxSound(const wxString& fileName, bool isResource = false); wxSound(int size, const wxByte* data); virtual ~wxSound(); // Create from resource or file bool Create(const wxString& fileName, bool isResource = false); // Create from data bool Create(int size, const wxByte* data); bool IsOk() const { return m_data != NULL; } // Stop playing any sound static void Stop(); // Returns true if a sound is being played static bool IsPlaying(); // for internal use static void UnloadBackend(); protected: bool DoPlay(unsigned flags) const; static void EnsureBackend(); void Free(); bool LoadWAV(const wxUint8 *data, size_t length, bool copyData); static wxSoundBackend *ms_backend; #if wxUSE_LIBSDL && wxUSE_PLUGINS // FIXME - temporary, until we have plugins architecture static wxDynamicLibrary *ms_backendSDL; #endif private: wxSoundData *m_data; }; // ---------------------------------------------------------------------------- // wxSoundBackend: // ---------------------------------------------------------------------------- // This is interface to sound playing implementation. There are multiple // sound architectures in use on Unix platforms and wxWidgets can use several // of them for playback, depending on their availability at runtime; hence // the need for backends. This class is for use by wxWidgets and people writing // additional backends only, it is _not_ for use by applications! // Structure that holds playback status information struct wxSoundPlaybackStatus { // playback is in progress bool m_playing; // main thread called wxSound::Stop() bool m_stopRequested; }; // Audio backend interface class WXDLLIMPEXP_ADV wxSoundBackend { public: virtual ~wxSoundBackend() {} // Returns the name of the backend (e.g. "Open Sound System") virtual wxString GetName() const = 0; // Returns priority (higher priority backends are tried first) virtual int GetPriority() const = 0; // Checks if the backend's audio system is available and the backend can // be used for playback virtual bool IsAvailable() const = 0; // Returns true if the backend is capable of playing sound asynchronously. // If false, then wxWidgets creates a playback thread and handles async // playback, otherwise it is left up to the backend (will usually be more // effective). virtual bool HasNativeAsyncPlayback() const = 0; // Plays the sound. flags are same flags as those passed to wxSound::Play. // The function should periodically check the value of // status->m_stopRequested and terminate if it is set to true (it may // be modified by another thread) virtual bool Play(wxSoundData *data, unsigned flags, volatile wxSoundPlaybackStatus *status) = 0; // Stops playback (if something is played). virtual void Stop() = 0; // Returns true if the backend is playing anything at the moment. // (This method is never called for backends that don't support async // playback.) virtual bool IsPlaying() const = 0; }; #endif // wxUSE_SOUND #endif // _WX_SOUND_H_