pcsx2/3rdparty/wxWidgets/include/wx/unix/sound.h

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/////////////////////////////////////////////////////////////////////////////
// Name: wx/unix/sound.h
// Purpose: wxSound class
// Author: Julian Smart, Vaclav Slavik
// Modified by:
// Created: 25/10/98
// RCS-ID: $Id: sound.h 42115 2006-10-19 13:09:48Z VZ $
// 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_ADV wxSoundBackend;
class WXDLLIMPEXP_ADV wxSound;
class WXDLLIMPEXP_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_