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authorLars Knoll <lars.knoll@nokia.com>2009-03-23 09:18:55 (GMT)
committerSimon Hausmann <simon.hausmann@nokia.com>2009-03-23 09:18:55 (GMT)
commite5fcad302d86d316390c6b0f62759a067313e8a9 (patch)
treec2afbf6f1066b6ce261f14341cf6d310e5595bc1 /src/gui/kernel/qsound.cpp
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Long live Qt 4.5!
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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtGui module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qsound.h"
+
+#ifndef QT_NO_SOUND
+
+#include "qlist.h"
+#include <private/qobject_p.h>
+#include "qsound_p.h"
+
+QT_BEGIN_NAMESPACE
+
+static QList<QAuServer*> *servers=0;
+
+QAuServer::QAuServer(QObject* parent)
+ : QObject(parent)
+{
+ if (!servers)
+ servers = new QList<QAuServer*>;
+ servers->prepend(this);
+}
+
+QAuServer::~QAuServer()
+{
+ servers->removeAll(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 QSoundPrivate : public QObjectPrivate
+{
+public:
+ QSoundPrivate(const QString& fname)
+ : filename(fname), bucket(0), looprem(0), looptotal(1)
+ {
+ }
+
+ ~QSoundPrivate()
+ {
+ delete bucket;
+ }
+
+ QString filename;
+ QAuBucket* bucket;
+ int looprem;
+ int looptotal;
+};
+
+/*!
+ \class QSound
+ \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 using the static play() function:
+
+ \snippet doc/src/snippets/code/src_gui_kernel_qsound.cpp 0
+
+ Alternatively, create a QSound object from the sound file first
+ and then call the play() slot:
+
+ \snippet doc/src/snippets/code/src_gui_kernel_qsound.cpp 1
+
+ Once created a QSound object can be queried for its fileName() and
+ total number of loops() (i.e. the number of times the sound will
+ play). The number of repetitions can be altered using the
+ setLoops() function. While playing the sound, the loopsRemaining()
+ function returns the remaining number of repetitions. Use the
+ isFinished() function to determine whether the sound has finished
+ playing.
+
+ Sounds played using a QSound object may use more memory than the
+ static play() function, but it may also play more immediately
+ (depending on the underlying platform audio facilities). Use the
+ static isAvailable() function to determine whether sound
+ facilities exist on the platform. Which facilities that are
+ actually used varies:
+
+ \table
+ \header \o Platform \o Audio Facility
+ \row
+ \o Microsoft Windows
+ \o The underlying multimedia system is used; only WAVE format sound files
+ are supported.
+ \row
+ \o X11
+ \o The \l{ftp://ftp.x.org/contrib/audio/nas/}{Network Audio System}
+ is used if available, otherwise all operations work silently. NAS
+ supports WAVE and AU files.
+ \row
+ \o Mac OS X
+ \o NSSound is used. All formats that NSSound supports, including QuickTime formats,
+ are supported by Qt for Mac OS X.
+ \row
+ \o Qt for Embedded Linux
+ \o A built-in mixing sound server is used, accessing \c /dev/dsp
+ directly. Only the WAVE format is supported.
+ \endtable
+
+ Note that QSound does not support \l{resources.html}{resources}.
+ This might be fixed in a future Qt version.
+*/
+
+/*!
+ Plays the sound stored in the file specified by the given \a filename.
+
+ \sa stop(), loopsRemaining(), isFinished()
+*/
+void QSound::play(const QString& filename)
+{
+ server().play(filename);
+}
+
+/*!
+ Constructs a QSound object from the file specified by the given \a
+ filename and with the given \a parent.
+
+ This may use more memory than the static play() function, but it
+ may also play more immediately (depending on the underlying
+ platform audio facilities).
+
+ \sa play()
+*/
+QSound::QSound(const QString& filename, QObject* parent)
+ : QObject(*new QSoundPrivate(filename), parent)
+{
+ server().init(this);
+}
+
+#ifdef QT3_SUPPORT
+/*!
+ \obsolete
+
+ Constructs a QSound object from the file specified by the given \a
+ filename and with the given \a parent and \a name. Use the
+ QSound() construcor and QObject::setObjectName() instead.
+
+ \oldcode
+ QSound *mySound = new QSound(filename, parent, name);
+ \newcode
+ QSounc *mySound = new QSound(filename, parent);
+ mySound->setObjectName(name);
+ \endcode
+*/
+QSound::QSound(const QString& filename, QObject* parent, const char* name)
+ : QObject(*new QSoundPrivate(filename), parent)
+{
+ setObjectName(QString::fromAscii(name));
+ server().init(this);
+}
+#endif
+
+/*!
+ Destroys this sound object. If the sound is not finished playing,
+ the stop() function is called before the sound object is
+ destructed.
+
+ \sa stop(), isFinished()
+*/
+QSound::~QSound()
+{
+ if (!isFinished())
+ stop();
+}
+
+/*!
+ Returns true if the sound has finished playing; otherwise returns false.
+
+ \warning On Windows this function always returns true for unlooped sounds.
+*/
+bool QSound::isFinished() const
+{
+ Q_D(const QSound);
+ return d->looprem == 0;
+}
+
+/*!
+ \overload
+
+ Starts playing the sound specified by this QSound object.
+
+ The function returns immediately. Depending on the platform audio
+ facilities, other sounds may stop or be mixed with the new
+ sound. The sound can be played again at any time, possibly mixing
+ or replacing previous plays of the sound.
+
+ \sa fileName()
+*/
+void QSound::play()
+{
+ Q_D(QSound);
+ d->looprem = d->looptotal;
+ server().play(this);
+}
+
+/*!
+ Returns the number of times the sound will play.
+
+ \sa loopsRemaining(), setLoops()
+*/
+int QSound::loops() const
+{
+ Q_D(const QSound);
+ return d->looptotal;
+}
+
+/*!
+ Returns the remaining number of times the sound will loop (this
+ value decreases each time the sound is played).
+
+ \sa loops(), isFinished()
+*/
+int QSound::loopsRemaining() const
+{
+ Q_D(const QSound);
+ return d->looprem;
+}
+
+/*!
+ \fn void QSound::setLoops(int number)
+
+ Sets the sound to repeat the given \a number of times when it is
+ played.
+
+ Note that passing the value -1 will cause the sound to loop
+ indefinitely.
+
+ \sa loops()
+*/
+void QSound::setLoops(int n)
+{
+ Q_D(QSound);
+ d->looptotal = n;
+}
+
+/*!
+ Returns the filename associated with this QSound object.
+
+ \sa QSound()
+*/
+QString QSound::fileName() const
+{
+ Q_D(const QSound);
+ return d->filename;
+}
+
+/*!
+ Stops the sound playing.
+
+ Note that on Windows the current loop will finish if a sound is
+ played in a loop.
+
+ \sa play()
+*/
+void QSound::stop()
+{
+ Q_D(QSound);
+ server().stop(this);
+ d->looprem = 0;
+}
+
+
+/*!
+ Returns true if sound facilities exist on the platform; otherwise
+ returns false.
+
+ If no sound is available, all QSound operations work silently and
+ quickly. An application may choose either to notify the user if
+ sound is crucial to the application or to operate silently without
+ bothering the user.
+
+ Note: On Windows this always returns true because some sound card
+ drivers do not implement a way to find out whether it is available
+ or not.
+*/
+bool QSound::isAvailable()
+{
+ return server().okay();
+}
+
+/*!
+ 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_func()->bucket;
+ s->d_func()->bucket = b;
+}
+
+/*!
+ Returns the internal bucket record of sound \a s.
+*/
+QAuBucket* QAuServer::bucket(QSound* s)
+{
+ return s->d_func()->bucket;
+}
+
+/*!
+ Decrements the QSound::loopRemaining() value for sound \a s,
+ returning the result.
+*/
+int QAuServer::decLoop(QSound* s)
+{
+ if (s->d_func()->looprem > 0)
+ --s->d_func()->looprem;
+ return s->d_func()->looprem;
+}
+
+/*!
+ Initializes the sound. The default implementation does nothing.
+*/
+void QAuServer::init(QSound*)
+{
+}
+
+QAuBucket::~QAuBucket()
+{
+}
+/*!
+ \fn bool QSound::available()
+
+ Use the isAvailable() function instead.
+*/
+
+QT_END_NAMESPACE
+
+#endif // QT_NO_SOUND