📄 sound.h
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/////////////////////////////////////////////////////////////////////////////
// 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: sound.h,v 1.5 2004/10/20 21:04:46 DE Exp $
// 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?
~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<struct objc_object *> sm_cocoaDelegate;
};
#endif //ndef _WX_COCOA_SOUND_H_
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