author | zecke <zecke> | 2004-08-25 21:32:12 (UTC) |
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committer | zecke <zecke> | 2004-08-25 21:32:12 (UTC) |
commit | e4811064703ad34f42f15c3044cd8f63c0e7583c (patch) (side-by-side diff) | |
tree | 5c2ab29a176540761b351c29b6556c852067f613 | |
parent | 656d233aa88a92b461abaa618e52db11c1f9d625 (diff) | |
download | opie-e4811064703ad34f42f15c3044cd8f63c0e7583c.zip opie-e4811064703ad34f42f15c3044cd8f63c0e7583c.tar.gz opie-e4811064703ad34f42f15c3044cd8f63c0e7583c.tar.bz2 |
-If play() is called again kill old 'looping/playing' in favor
of the new value. This deletes the timer and would fix possible
shortage on timer resources
-A small friend to hook to an internal signal to avoid problems
in Opie::Core::ODevice entering the event loop to wait for
the sound to be finished. processEvents() can give strange results as
some applications do not expect that the eventloop is entered. This
could possible deliver a Timer, or an Event from QSocketNotifier
which could give all kind of problems of wrong reentrancy.
So let us avoid it.
-rw-r--r-- | library/sound.cpp | 31 | ||||
-rw-r--r-- | library/sound.h | 2 |
2 files changed, 33 insertions, 0 deletions
diff --git a/library/sound.cpp b/library/sound.cpp index ee2aabc..d1e2388 100644 --- a/library/sound.cpp +++ b/library/sound.cpp @@ -93,24 +93,27 @@ static int WAVsoundDuration(const QString& filename) //qDebug("skip %.4s chunk",chunk.id); // ignored chunk if ( chunk.size < 10000000 ) (void)input.at(input.at()+chunk.size); } } //qDebug("%dms",total); return total; } class SoundData : public QSound { + Q_OBJECT +signals: + void stopped(); public: SoundData ( const QString& name ) : QSound ( Resource::findSound ( name )), filename ( Resource::findSound ( name )) { loopsleft=0; ms = WAVsoundDuration(filename); } void playLoop ( int loopcnt = -1 ) { // needs server support @@ -129,54 +132,79 @@ public: loopsleft = 0; return; } } play(); } bool isFinished ( ) const { return ( loopsleft == 0 ); } + /* + * non virtual reimplementation + * @internal + */ + void killTimers() { + QObject::killTimers(); + emit stopped(); + } + private: QString filename; int loopsleft; int ms; }; #endif + +/* + * @internal + * Using sender() when the slot is called is unsafe! + * + * @param snd instance + * @param obj The QObject to be called + * @param slot connect SIGNAL(stopped()) to slot + */ +void register_qpe_sound_finished( Sound* snd, QObject* obj, const char* slot ) { +#ifndef QT_NO_SOUND + QObject::connect(snd->d, SIGNAL(stopped()), obj, slot ); +#endif +} + /*! Opens a wave sound file \a name for playing * Resource is used for finding the file **/ Sound::Sound(const QString& name) { #ifndef QT_NO_SOUND d = new SoundData(name); #endif } /*! Destroys the sound */ Sound::~Sound() { #ifndef QT_NO_SOUND delete d; #endif } /*! Play the sound once */ void Sound::play() { #ifndef QT_NO_SOUND + d->killTimers(); d->playLoop(1); #endif } /*! Play the sound, repeatedly until stop() is called */ void Sound::playLoop() { #ifndef QT_NO_SOUND d->killTimers(); d->playLoop(); #endif } @@ -211,12 +239,15 @@ void Sound::soundAlarm() /*! \class Sound \brief The Sound class plays WAVE sound files and can invoke the audible alarm. The Sound class is constructed with the .wav music file name. The Sound class retrieves the sound file from the shared Resource class. This class ties together QSound and the available sound resources. To sound an audible system alarm, call the static method soundAlarm() \ingroup qtopiaemb */ + + +#include "sound.moc" diff --git a/library/sound.h b/library/sound.h index 9f35107..daef70f 100644 --- a/library/sound.h +++ b/library/sound.h @@ -13,26 +13,28 @@ ** ** 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. ** **********************************************************************/ #ifndef SOUND_H #define SOUND_H class QString; class SoundData; +class QObject; class Sound { + /*INTERNAL*/ friend void register_qpe_sound_finished( Sound*, QObject *obj, const char* slot); public: Sound(const QString& name); ~Sound(); void play(); void playLoop(); void stop(); bool isFinished ( ) const; static void soundAlarm(); //static void soundClick(); |