/**************************************************************************** ** $Id:qsound.cpp 35 2005-12-11 15:03:18Z dmik $ ** ** Implementation of QSound class and QAuServer internal class ** ** Created : 000117 ** ** Copyright (C) 1999-2000 Trolltech AS. All rights reserved. ** ** This file is part of the kernel module of the Qt GUI Toolkit. ** ** This file may be distributed under the terms of the Q Public License ** as defined by Trolltech AS of Norway and appearing in the file ** LICENSE.QPL included in the packaging of this file. ** ** This file may be distributed and/or modified under the terms of the ** GNU General Public License version 2 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. ** ** Licensees holding valid Qt Enterprise Edition or Qt Professional Edition ** licenses may use this file in accordance with the Qt Commercial License ** Agreement provided with the Software. ** ** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE ** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. ** ** See http://www.trolltech.com/pricing.html or email sales@trolltech.com for ** information about Qt Commercial License Agreements. ** See http://www.trolltech.com/qpl/ for QPL licensing information. ** See http://www.trolltech.com/gpl/ for GPL licensing information. ** ** Contact info@trolltech.com if any conditions of this licensing are ** not clear to you. ** **********************************************************************/ #include "qsound.h" #ifndef QT_NO_SOUND #include "qptrlist.h" static QPtrList *servers=0; QAuServer::QAuServer(QObject* parent, const char* name) : QObject(parent,name) { if ( !servers ) { servers = new QPtrList; // ### add cleanup } servers->prepend(this); } QAuServer::~QAuServer() { servers->remove(this); if ( servers->count() == 0 ) { delete servers; servers = 0; } } void QAuServer::play(const QString& filename) { QSound s(filename); play(&s); } extern QAuServer* qt_new_audio_server(); static QAuServer& server() { if (!servers) qt_new_audio_server(); return *servers->first(); } class QSoundData { public: QSoundData(const QString& fname) : filename(fname), server(0), bucket(0), looprem(0), looptotal(1) { } ~QSoundData() { delete bucket; } QString filename; QAuServer* server; QAuBucket* bucket; int looprem; int looptotal; }; /*! \class QSound qsound.h \brief The QSound class provides access to the platform audio facilities. \ingroup multimedia \mainclass Qt provides the most commonly required audio operation in GUI applications: asynchronously playing a sound file. This is most easily accomplished with a single call: \code QSound::play("mysounds/bells.wav"); \endcode A second API is provided in which a QSound object is created from a sound file and is played later: \code QSound bells("mysounds/bells.wav"); bells.play(); \endcode Sounds played using the second model may use more memory but play more immediately than sounds played using the first model, depending on the underlying platform audio facilities. On Microsoft Windows the underlying multimedia system is used; only WAVE format sound files are supported. On IBM OS/2 the underlying MMPM system is used; all MMPM audio formats are supported. On X11 the \link ftp://ftp.x.org/contrib/audio/nas/ Network Audio System\endlink is used if available, otherwise all operations work silently. NAS supports WAVE and AU files. On Macintosh, ironically, we use QT (\link http://quicktime.apple.com QuickTime\endlink) for sound, this means all QuickTime formats are supported by Qt/Mac. On Qt/Embedded, a built-in mixing sound server is used, which accesses \c /dev/dsp directly. Only the WAVE format is supported. The availability of sound can be tested with QSound::isAvailable(). */ /*! \fn static bool QSound::available() Returns TRUE if sound support is available; otherwise returns FALSE. */ /*! Plays the sound in a file called \a filename. */ void QSound::play(const QString& filename) { server().play(filename); } /*! Constructs a QSound that can quickly play the sound in a file named \a filename. This may use more memory than the static \c play function. The \a parent and \a name arguments (default 0) are passed on to the QObject constructor. */ QSound::QSound(const QString& filename, QObject* parent, const char* name) : QObject(parent,name), d(new QSoundData(filename)) { d->server = &server(); d->server->init(this); } /*! Destroys the sound object. */ QSound::~QSound() { if ( !isFinished() ) stop(); delete d; } /*! Returns TRUE if the sound has finished playing; otherwise returns FALSE. */ bool QSound::isFinished() const { return d->looprem == 0; } /*! \overload Starts the sound playing. The function returns immediately. Depending on the platform audio facilities, other sounds may stop or may be mixed with the new sound. The sound can be played again at any time, possibly mixing or replacing previous plays of the sound. */ void QSound::play() { d->looprem = d->looptotal; server().play(this); } /*! Returns the number of times the sound will play. */ int QSound::loops() const { return d->looptotal; } /*! Returns the number of times the sound will loop. This value decreases each time the sound loops. */ int QSound::loopsRemaining() const { return d->looprem; } /*! Sets the sound to repeat \a l times when it is played. Passing the value -1 will cause the sound to loop indefinitely. \sa loops() */ void QSound::setLoops(int l) { d->looptotal = l; } /*! Returns the filename associated with the sound. */ QString QSound::fileName() const { return d->filename; } /*! Stops the sound playing. On Windows the current loop will finish if a sound is played in a loop. \sa play() */ void QSound::stop() { server().stop(this); } /*! Returns TRUE if sound facilities exist on the platform; otherwise returns FALSE. An application may choose either to notify the user if sound is crucial to the application or to operate silently without bothering the user. If no sound is available, all QSound operations work silently and quickly. */ bool QSound::isAvailable() { return server().okay(); } /*! Returns true if sound \a s was initialized using this server instance and false otherwise. */ bool QAuServer::isRelevant(QSound* s) { return s->d->server == this; } /*! Sets the internal bucket record of sound \a s to \a b, deleting any previous setting. */ void QAuServer::setBucket(QSound* s, QAuBucket* b) { delete s->d->bucket; s->d->bucket = b; } /*! Returns the internal bucket record of sound \a s. */ QAuBucket* QAuServer::bucket(QSound* s) { return s->d->bucket; } /*! Decrements the QSound::loopRemaining() value for sound \a s, returning the result. */ int QAuServer::decLoop(QSound* s) { if ( s->d->looprem > 0 ) --s->d->looprem; return s->d->looprem; } /*! Initializes the sound. The default implementation does nothing. */ void QAuServer::init(QSound*) { } QAuBucket::~QAuBucket() { } #endif // QT_NO_SOUND