lafagnosticuifoundation/cone/inc/coesndpy.h
author Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
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// Copyright (c) 1997-2009 Nokia Corporation and/or its subsidiary(-ies).
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// All rights reserved.
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// This component and the accompanying materials are made available
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// under the terms of "Eclipse Public License v1.0"
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// which accompanies this distribution, and is available
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// at the URL "http://www.eclipse.org/legal/epl-v10.html".
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//
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// Initial Contributors:
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// Nokia Corporation - initial contribution.
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//
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// Contributors:
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//
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// Description:
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//
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#ifndef __COESNDPY_H__
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#define __COESNDPY_H__
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#include <e32std.h>
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class TBaSystemSoundType;
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class CCoeSoundPlayerManager;
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/** Utility class for simple sound playing.
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Must be used in the same thread as an active UI Control Framework environment 
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(CCoeEnv). 
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This class plays the sound specified by a TBaSystemSoundType object. The 
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caller can request the sound to be repeated, and the time between repeats. 
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If the exact sound cannot be found on a particular device, a match only by 
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category (first UID) is used. No sound will play if a match is not found.
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@publishedAll
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@released */
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class CoeSoundPlayer
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	{
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public:
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	enum { ENoRepeat=1, ERepeatForever=KMaxTInt};
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public:
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	inline static void PlaySound(const TBaSystemSoundType& aType);
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	inline static void PlaySound(const TBaSystemSoundType& aType,TInt aPlayCount,const TTimeIntervalMicroSeconds32& aGap);
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	inline static void PlaySoundNow(const TBaSystemSoundType& aType);
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	inline static void PlaySoundNow(const TBaSystemSoundType& aType,TInt aPlayCount,const TTimeIntervalMicroSeconds32& aGap);
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	IMPORT_C static void CancelSound(const TBaSystemSoundType& aType);
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private:
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	IMPORT_C static void PlaySound(const TBaSystemSoundType& aType,TInt aPlayCount,
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											TTimeIntervalMicroSeconds32 aGap,TBool aInterrupt);
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	static CCoeSoundPlayerManager* ManagerL();
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	};
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/** Plays the specified sound. 
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This function only interrupts another, currently playing, sound if the new 
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sound has a higher priority than the currently playing sound. If you wish 
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to interrupt any currently playing sound and play a new one, use PlaySoundNow() 
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instead of PlaySound().
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@param aType The sound to play.*/
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inline void CoeSoundPlayer::PlaySound(const TBaSystemSoundType& aType)
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	{CoeSoundPlayer::PlaySound(aType,ENoRepeat,TTimeIntervalMicroSeconds32(0),EFalse);}
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/** Plays the specified sound for the specifed number of times with the specified 
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interval. 
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This function only interrupts another, currently playing, sound if the new sound 
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has a higher priority than the current one. If you wish to interrupt 
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any currently playing sound and play a new one, use PlaySoundNow() instead of PlaySound().
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@param aType The sound to play. 
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@param aPlayCount The number of times the sound is played.
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@param aGap The interval in microseconds between each time the sound is played. */
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inline void CoeSoundPlayer::PlaySound(const TBaSystemSoundType& aType,TInt aPlayCount,const TTimeIntervalMicroSeconds32& aGap)
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	{CoeSoundPlayer::PlaySound(aType,aPlayCount,aGap,EFalse);}
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/** Plays the specified sound, interrupting any other sound that is currently playing.
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@param aType The sound to play. */
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inline void CoeSoundPlayer::PlaySoundNow(const TBaSystemSoundType& aType)
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	{CoeSoundPlayer::PlaySound(aType,ENoRepeat,TTimeIntervalMicroSeconds32(0),ETrue);}
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/** Plays the specified sound the specifed number of times with the 
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specified interval, interrupting any other sound that is currently playing.
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@param aType The sound to play.
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@param aPlayCount The number of times the sound is played.
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@param aGap The interval in microseconds between each time the sound is played. */
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inline void CoeSoundPlayer::PlaySoundNow(const TBaSystemSoundType& aType,TInt aPlayCount,const TTimeIntervalMicroSeconds32& aGap)
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	{CoeSoundPlayer::PlaySound(aType,aPlayCount,aGap,ETrue);}
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#endif	// __COESNDPY_H__