initial commit
Signed-off-by: Peter Siegmund <mars3142@noreply.mars3142.dev>
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133
libs/wxWidgets-3.3.1/interface/wx/sound.h
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133
libs/wxWidgets-3.3.1/interface/wx/sound.h
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/////////////////////////////////////////////////////////////////////////////
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// Name: sound.h
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// Purpose: interface of wxSound
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// Author: wxWidgets team
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#define wxSOUND_SYNC 0
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#define wxSOUND_ASYNC 1
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#define wxSOUND_LOOP 2
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/**
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@class wxSound
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This class represents a short sound (loaded from Windows WAV file), that
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can be stored in memory and played.
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Currently this class is implemented on Windows and Unix and can use either
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Open Sound System (OSS) or Simple DirectMedia Layer (SDL) under the latter.
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Notice that OSS is not provided any more by most, and maybe even all,
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Linux systems in 2017 and osspd (OSS Proxy Daemon) package typically needs
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to be installed to make it work.
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@library{wxcore}
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@category{media}
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*/
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class wxSound : public wxObject
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{
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public:
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/**
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Default ctor.
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*/
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wxSound();
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/**
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Constructs a wave object from a file or, under Windows, from a Windows
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resource. Call IsOk() to determine whether this succeeded.
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@param fileName
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The filename or Windows resource.
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@param isResource
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@true if fileName is a resource, @false if it is a filename.
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*/
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wxSound(const wxString& fileName, bool isResource = false);
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/**
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Constructs a wave object from in-memory data.
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@param size
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Size of the buffer pointer to by @a data.
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@param data
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The buffer containing the sound data in WAV format.
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*/
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wxSound(size_t size, const void* data);
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/**
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Destroys the wxSound object.
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*/
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virtual ~wxSound();
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/**
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Constructs a wave object from a file or resource.
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@param fileName
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The filename or Windows resource.
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@param isResource
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@true if fileName is a resource, @false if it is a filename.
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@return @true if the call was successful, @false otherwise.
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*/
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bool Create(const wxString& fileName, bool isResource = false);
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/**
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Constructs a wave object from in-memory data.
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@param size
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Size of the buffer pointer to by @a data.
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@param data
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The buffer containing the sound data in WAV format.
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*/
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bool Create(size_t size, const void* data);
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/**
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Returns @true if the object contains a successfully loaded file or resource,
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@false otherwise.
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*/
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bool IsOk() const;
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/**
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Returns @true if a sound is played at the moment.
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This method is currently not available under Windows and may not be
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always implemented in Unix ports depending on the compilation options
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used (in this case it just always returns @false).
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@onlyfor{wxgtk,wxosx}
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*/
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static bool IsPlaying();
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///@{
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/**
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Plays the sound file. If another sound is playing, it will be interrupted.
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Returns @true on success, @false otherwise. Note that in general it is
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possible to delete the object which is being asynchronously played any time
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after calling this function and the sound would continue playing, however this
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currently doesn't work under Windows for sound objects loaded from memory data.
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The possible values for @a flags are:
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- wxSOUND_SYNC: @c Play will block and wait until the sound is replayed.
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- wxSOUND_ASYNC: Sound is played asynchronously, @c Play returns immediately.
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- wxSOUND_ASYNC|wxSOUND_LOOP: Sound is played asynchronously and loops
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until another sound is played, Stop() is
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called or the program terminates.
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The static form is shorthand for this code:
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@code
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wxSound(filename).Play(flags);
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@endcode
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*/
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bool Play(unsigned flags = wxSOUND_ASYNC) const;
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static bool Play(const wxString& filename,
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unsigned flags = wxSOUND_ASYNC);
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///@}
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/**
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If a sound is played, this function stops it.
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*/
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static void Stop();
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};
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