/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QtGui module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** GNU Lesser General Public License Usage ** 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 1.1, 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. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms and ** conditions contained in a signed written agreement between you and Nokia. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qsound.h" #ifndef QT_NO_SOUND #include "qapplication.h" #include "qapplication_p.h" #include #include "qpointer.h" #include "qsound_p.h" #include QT_BEGIN_NAMESPACE class QAuServerWindows : public QAuServer { Q_OBJECT public: QAuServerWindows(QObject* parent); ~QAuServerWindows(); void playHelper(const QString &filename, int loop, QSound *snd); void play(const QString& filename, int loop); void play(QSound*); void stop(QSound*); bool okay(); int decLoop(QSound *snd) { return QAuServer::decLoop(snd); } HANDLE current; HANDLE mutex; HANDLE event; }; QAuServerWindows::QAuServerWindows(QObject* parent) : QAuServer(parent), current(0) { mutex = CreateMutex(0, 0, 0); event = CreateEvent(0, FALSE, FALSE, 0); } QAuServerWindows::~QAuServerWindows() { HANDLE mtx = mutex; WaitForSingleObject(mtx, INFINITE); mutex = 0; ReleaseMutex(mtx); CloseHandle(mtx); CloseHandle(event); } struct SoundInfo { SoundInfo(const QString &fn, int lp, QSound *snd, QAuServerWindows *srv) : sound(snd), server(srv), filename(fn), loops(lp) { } QSound *sound; QAuServerWindows *server; QString filename; int loops; }; DWORD WINAPI SoundPlayProc(LPVOID param) { SoundInfo *info = (SoundInfo*)param; // copy data before waking up GUI thread QAuServerWindows *server = info->server; QSound *sound = info->sound; int loops = info->loops; QString filename = info->filename; HANDLE mutex = server->mutex; HANDLE event = server->event; info = 0; // server must not be destroyed until thread finishes // and all other sounds have to wait WaitForSingleObject(mutex, INFINITE); if (loops <= 1) { server->current = 0; int flags = SND_FILENAME|SND_ASYNC; if (loops == -1) flags |= SND_LOOP; PlaySound((wchar_t*)filename.utf16(), 0, flags); if (sound && loops == 1) server->decLoop(sound); // GUI thread continues, but we are done as well. SetEvent(event); } else { // signal GUI thread to continue - sound might be reset! QPointer guarded_sound = sound; SetEvent(event); for (int l = 0; l < loops && server->current; ++l) { PlaySound((wchar_t*)filename.utf16(), 0, SND_FILENAME | SND_SYNC); if (guarded_sound) server->decLoop(guarded_sound); } server->current = 0; } ReleaseMutex(mutex); return 0; } void QAuServerWindows::playHelper(const QString &filename, int loop, QSound *snd) { if (loop == 0) return; // busy? if (WaitForSingleObject(mutex, 0) == WAIT_TIMEOUT) return; ReleaseMutex(mutex); DWORD threadid = 0; SoundInfo info(filename, loop, snd, this); current = CreateThread(0, 0, SoundPlayProc, &info, 0, &threadid); CloseHandle(current); WaitForSingleObject(event, INFINITE); } void QAuServerWindows::play(const QString& filename, int loop) { playHelper(filename, loop, 0); } void QAuServerWindows::play(QSound* s) { playHelper(s->fileName(), s->loops(), s); } void QAuServerWindows::stop(QSound*) { // stop unlooped sound if (!current) PlaySound(0, 0, 0); // stop after loop is done current = 0; } bool QAuServerWindows::okay() { return true; } QAuServer* qt_new_audio_server() { return new QAuServerWindows(qApp); } QT_END_NAMESPACE #include "qsound_win.moc" #endif // QT_NO_SOUND