// Copyright (c) 1997-2009 Nokia Corporation and/or its subsidiary(-ies).
// All rights reserved.
// This component and the accompanying materials are made available
// under the terms of the License "Symbian Foundation License v1.0" to Symbian Foundation members and "Symbian Foundation End User License Agreement v1.0" to non-members
// which accompanies this distribution, and is available
// at the URL "http://www.symbianfoundation.org/legal/licencesv10.html".
//
// Initial Contributors:
// Nokia Corporation - initial contribution.
//
// Contributors:
//
// Description:
//
#ifndef __COESNDPY_H__
#define __COESNDPY_H__
#include <e32std.h>
class TBaSystemSoundType;
class CCoeSoundPlayerManager;
/** Utility class for simple sound playing.
Must be used in the same thread as an active UI Control Framework environment
(CCoeEnv).
This class plays the sound specified by a TBaSystemSoundType object. The
caller can request the sound to be repeated, and the time between repeats.
If the exact sound cannot be found on a particular device, a match only by
category (first UID) is used. No sound will play if a match is not found.
@publishedAll
@released */
class CoeSoundPlayer
{
public:
enum { ENoRepeat=1, ERepeatForever=KMaxTInt};
public:
inline static void PlaySound(const TBaSystemSoundType& aType);
inline static void PlaySound(const TBaSystemSoundType& aType,TInt aPlayCount,const TTimeIntervalMicroSeconds32& aGap);
inline static void PlaySoundNow(const TBaSystemSoundType& aType);
inline static void PlaySoundNow(const TBaSystemSoundType& aType,TInt aPlayCount,const TTimeIntervalMicroSeconds32& aGap);
IMPORT_C static void CancelSound(const TBaSystemSoundType& aType);
private:
IMPORT_C static void PlaySound(const TBaSystemSoundType& aType,TInt aPlayCount,
TTimeIntervalMicroSeconds32 aGap,TBool aInterrupt);
static CCoeSoundPlayerManager* ManagerL();
};
/** Plays the specified sound.
This function only interrupts another, currently playing, sound if the new
sound has a higher priority than the currently playing sound. If you wish
to interrupt any currently playing sound and play a new one, use PlaySoundNow()
instead of PlaySound().
@param aType The sound to play.*/
inline void CoeSoundPlayer::PlaySound(const TBaSystemSoundType& aType)
{CoeSoundPlayer::PlaySound(aType,ENoRepeat,TTimeIntervalMicroSeconds32(0),EFalse);}
/** Plays the specified sound for the specifed number of times with the specified
interval.
This function only interrupts another, currently playing, sound if the new sound
has a higher priority than the current one. If you wish to interrupt
any currently playing sound and play a new one, use PlaySoundNow() instead of PlaySound().
@param aType The sound to play.
@param aPlayCount The number of times the sound is played.
@param aGap The interval in microseconds between each time the sound is played. */
inline void CoeSoundPlayer::PlaySound(const TBaSystemSoundType& aType,TInt aPlayCount,const TTimeIntervalMicroSeconds32& aGap)
{CoeSoundPlayer::PlaySound(aType,aPlayCount,aGap,EFalse);}
/** Plays the specified sound, interrupting any other sound that is currently playing.
@param aType The sound to play. */
inline void CoeSoundPlayer::PlaySoundNow(const TBaSystemSoundType& aType)
{CoeSoundPlayer::PlaySound(aType,ENoRepeat,TTimeIntervalMicroSeconds32(0),ETrue);}
/** Plays the specified sound the specifed number of times with the
specified interval, interrupting any other sound that is currently playing.
@param aType The sound to play.
@param aPlayCount The number of times the sound is played.
@param aGap The interval in microseconds between each time the sound is played. */
inline void CoeSoundPlayer::PlaySoundNow(const TBaSystemSoundType& aType,TInt aPlayCount,const TTimeIntervalMicroSeconds32& aGap)
{CoeSoundPlayer::PlaySound(aType,aPlayCount,aGap,ETrue);}
#endif // __COESNDPY_H__