This class represents a short sound (loaded from Windows WAV file), that can be stored in memory and played. Currently this class is implemented on Windows and Unix (and uses either Open Sound System or Simple DirectMedia Layer).
wxSound(const wxString& fileName, bool isResource = false)
Constructs a wave object from a file or, under Windows, from a Windows resource. Call wxSound::IsOk to determine whether this succeeded.
Destroys the wxSound object.
bool Create(const wxString& fileName, bool isResource = false)
Constructs a wave object from a file or resource.
true if the call was successful, false otherwise.
bool IsOk() const
Returns true if the object contains a successfully loaded file or resource, false otherwise.
static bool IsPlaying() const
Returns true if a sound is played at the moment.
This method is currently not implemented under Windows.
bool Play(unsigned flags = wxSOUND_ASYNC) const
static bool Play(const wxString& filename, unsigned flags = wxSOUND_ASYNC)
Plays the sound file. If another sound is playing, it will be interrupted. Returns true on success, false otherwise. Note that in general it is possible to delete the object which is being asynchronously played any time after calling this function and the sound would continue playing, however this currently doesn't work under Windows for sound objects loaded from memory data.
The possible values for flags are:
|wxSOUND_SYNC||Play will block and wait until the sound is replayed.|
|wxSOUND_ASYNC||Sound is played asynchronously, Play returns immediately|
|wxSOUND_ASYNC | wxSOUND_LOOP||Sound is played asynchronously and loops until another sound is played, wxSound::Stop is called or the program terminates.|
The static form is shorthand for this code:
static void Stop()
If a sound is played, this function stops it.