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#include "qsound.h"
#ifndef QT_NO_SOUND
#include "qapplication.h"
#include "qapplication_p.h"
#include <qfile.h>
#include "qpointer.h"
#include "qsound_p.h"
#include <qt_windows.h>
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<QSound> 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