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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtGui module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qsound.h"
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#ifndef QT_NO_SOUND
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#include "qlist.h"
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#include <private/qobject_p.h>
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#include "qsound_p.h"
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QT_BEGIN_NAMESPACE
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static QList<QAuServer*> *servers=0;
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QAuServer::QAuServer(QObject* parent)
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: QObject(parent)
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{
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if (!servers)
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servers = new QList<QAuServer*>;
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servers->prepend(this);
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}
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QAuServer::~QAuServer()
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{
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servers->removeAll(this);
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if (servers->count() == 0) {
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delete servers;
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servers = 0;
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}
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}
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void QAuServer::play(const QString& filename)
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{
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QSound s(filename);
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play(&s);
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}
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extern QAuServer* qt_new_audio_server();
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static QAuServer& server()
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{
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if (!servers) qt_new_audio_server();
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return *servers->first();
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}
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class QSoundPrivate : public QObjectPrivate
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{
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public:
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QSoundPrivate(const QString& fname)
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: filename(fname), bucket(0), looprem(0), looptotal(1)
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{
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}
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~QSoundPrivate()
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{
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delete bucket;
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}
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QString filename;
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QAuBucket* bucket;
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int looprem;
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int looptotal;
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};
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/*!
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\class QSound
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\brief The QSound class provides access to the platform audio facilities.
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\ingroup multimedia
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Qt provides the most commonly required audio operation in GUI
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applications: asynchronously playing a sound file. This is most
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easily accomplished using the static play() function:
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\snippet doc/src/snippets/code/src_gui_kernel_qsound.cpp 0
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Alternatively, create a QSound object from the sound file first
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and then call the play() slot:
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\snippet doc/src/snippets/code/src_gui_kernel_qsound.cpp 1
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Once created a QSound object can be queried for its fileName() and
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total number of loops() (i.e. the number of times the sound will
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play). The number of repetitions can be altered using the
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setLoops() function. While playing the sound, the loopsRemaining()
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function returns the remaining number of repetitions. Use the
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isFinished() function to determine whether the sound has finished
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playing.
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Sounds played using a QSound object may use more memory than the
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static play() function, but it may also play more immediately
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(depending on the underlying platform audio facilities). Use the
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static isAvailable() function to determine whether sound
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facilities exist on the platform. Which facilities that are
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actually used varies:
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\table
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\header \o Platform \o Audio Facility
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\row
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\o Microsoft Windows
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\o The underlying multimedia system is used; only WAVE format sound files
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are supported.
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\row
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\o X11
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\o The \l{ftp://ftp.x.org/contrib/audio/nas/}{Network Audio System}
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is used if available, otherwise all operations work silently. NAS
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supports WAVE and AU files.
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\row
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\o Mac OS X
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\o NSSound is used. All formats that NSSound supports, including QuickTime formats,
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are supported by Qt for Mac OS X.
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\row
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\o Qt for Embedded Linux
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\o A built-in mixing sound server is used, accessing \c /dev/dsp
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directly. Only the WAVE format is supported.
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\o Symbian
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\o CMdaAudioPlayerUtility is used. All formats that Symbian OS or devices support
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are supported also by Qt.
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\endtable
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Note that QSound does not support \l{resources.html}{resources}.
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This might be fixed in a future Qt version.
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*/
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/*!
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Plays the sound stored in the file specified by the given \a filename.
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\sa stop(), loopsRemaining(), isFinished()
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*/
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void QSound::play(const QString& filename)
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{
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server().play(filename);
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}
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/*!
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Constructs a QSound object from the file specified by the given \a
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filename and with the given \a parent.
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This may use more memory than the static play() function, but it
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may also play more immediately (depending on the underlying
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platform audio facilities).
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\sa play()
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*/
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QSound::QSound(const QString& filename, QObject* parent)
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: QObject(*new QSoundPrivate(filename), parent)
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{
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server().init(this);
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}
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#ifdef QT3_SUPPORT
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/*!
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\obsolete
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Constructs a QSound object from the file specified by the given \a
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filename and with the given \a parent and \a name. Use the
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QSound() construcor and QObject::setObjectName() instead.
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\oldcode
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QSound *mySound = new QSound(filename, parent, name);
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\newcode
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QSounc *mySound = new QSound(filename, parent);
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mySound->setObjectName(name);
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\endcode
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*/
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QSound::QSound(const QString& filename, QObject* parent, const char* name)
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: QObject(*new QSoundPrivate(filename), parent)
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{
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setObjectName(QString::fromAscii(name));
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server().init(this);
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}
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#endif
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/*!
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Destroys this sound object. If the sound is not finished playing,
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the stop() function is called before the sound object is
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destructed.
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\sa stop(), isFinished()
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*/
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QSound::~QSound()
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{
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if (!isFinished())
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stop();
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}
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/*!
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Returns true if the sound has finished playing; otherwise returns false.
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\warning On Windows this function always returns true for unlooped sounds.
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*/
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bool QSound::isFinished() const
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{
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Q_D(const QSound);
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return d->looprem == 0;
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}
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/*!
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\overload
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Starts playing the sound specified by this QSound object.
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The function returns immediately. Depending on the platform audio
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facilities, other sounds may stop or be mixed with the new
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sound. The sound can be played again at any time, possibly mixing
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or replacing previous plays of the sound.
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\sa fileName()
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*/
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void QSound::play()
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{
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Q_D(QSound);
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d->looprem = d->looptotal;
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server().play(this);
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}
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/*!
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Returns the number of times the sound will play.
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\sa loopsRemaining(), setLoops()
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*/
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int QSound::loops() const
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{
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Q_D(const QSound);
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return d->looptotal;
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}
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/*!
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Returns the remaining number of times the sound will loop (this
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value decreases each time the sound is played).
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\sa loops(), isFinished()
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*/
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int QSound::loopsRemaining() const
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{
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Q_D(const QSound);
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return d->looprem;
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}
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/*!
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\fn void QSound::setLoops(int number)
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Sets the sound to repeat the given \a number of times when it is
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played.
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Note that passing the value -1 will cause the sound to loop
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indefinitely.
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\sa loops()
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*/
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void QSound::setLoops(int n)
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{
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Q_D(QSound);
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d->looptotal = n;
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}
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/*!
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Returns the filename associated with this QSound object.
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\sa QSound()
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*/
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QString QSound::fileName() const
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{
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Q_D(const QSound);
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return d->filename;
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}
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/*!
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Stops the sound playing.
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Note that on Windows the current loop will finish if a sound is
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played in a loop.
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\sa play()
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*/
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void QSound::stop()
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{
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Q_D(QSound);
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server().stop(this);
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d->looprem = 0;
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}
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/*!
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Returns true if sound facilities exist on the platform; otherwise
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returns false.
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If no sound is available, all QSound operations work silently and
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quickly. An application may choose either to notify the user if
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sound is crucial to the application or to operate silently without
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bothering the user.
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Note: On Windows this always returns true because some sound card
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drivers do not implement a way to find out whether it is available
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or not.
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*/
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bool QSound::isAvailable()
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{
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return server().okay();
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}
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/*!
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Sets the internal bucket record of sound \a s to \a b, deleting
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any previous setting.
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*/
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void QAuServer::setBucket(QSound* s, QAuBucket* b)
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{
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delete s->d_func()->bucket;
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s->d_func()->bucket = b;
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}
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/*!
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Returns the internal bucket record of sound \a s.
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*/
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QAuBucket* QAuServer::bucket(QSound* s)
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{
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return s->d_func()->bucket;
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}
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/*!
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Decrements the QSound::loopRemaining() value for sound \a s,
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returning the result.
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*/
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int QAuServer::decLoop(QSound* s)
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{
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if (s->d_func()->looprem > 0)
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--s->d_func()->looprem;
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return s->d_func()->looprem;
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}
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/*!
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Initializes the sound. The default implementation does nothing.
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*/
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void QAuServer::init(QSound*)
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{
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}
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QAuBucket::~QAuBucket()
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{
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}
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/*!
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\fn bool QSound::available()
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Use the isAvailable() function instead.
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*/
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QT_END_NAMESPACE
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#endif // QT_NO_SOUND
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