wx.adv.Sound¶This class represents a short sound (loaded from Windows WAV file), that can be stored in memory and played.
Currently this class is implemented on Windows and Unix and can use either Open Sound System (OSS) or Simple DirectMedia Layer (SDL) under the latter. Notice that OSS is not provided any more by most, and maybe even all, Linux systems in 2017 and osspd (OSS Proxy Daemon) package typically needs to be installed to make it work.
Class Hierarchy¶
Inheritance diagram for class Sound:

Methods Summary¶Default constructor. |
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Constructs a wave object from a file or resource. |
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Create a sound object from data in a memory buffer in |
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Returns |
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Plays the sound file. |
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Plays the sound file. |
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If a sound is played, this function stops it. |
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Class API¶wx.adv.Sound(Object)¶Possible constructors:
Sound()
Sound(fileName)
This class represents a short sound (loaded from Windows WAV file),
that can be stored in memory and played.
__init__(self, *args, **kw)¶__init__ (self)
Default constructor.
__init__ (self, fileName)
Constructs a wave object from a file or, under Windows, from a Windows resource.
Call IsOk to determine whether this succeeded.
fileName (string) – The filename or Windows resource.
Create(self, fileName)¶Constructs a wave object from a file or resource.
fileName (string) – The filename or Windows resource.
bool
True if the call was successful, False otherwise.
CreateFromData(self, data)¶Create a sound object from data in a memory buffer in WAV format.
bool
IsOk(self)¶Returns True if the object contains a successfully loaded file or resource, False otherwise.
bool
Play(self, flags=SOUND_ASYNC)¶Plays the sound file.
If another sound is playing, it will be interrupted.
Returns True on success, False otherwise. Note that in general it is possible to delete the object which is being asynchronously played any time after calling this function and the sound would continue playing, however this currently doesn’t work under Windows for sound objects loaded from memory data.
The possible values for flags are:
wx.adv.SOUND_SYNC: Play will block and wait until the sound is replayed.
wx.adv.SOUND_ASYNC: Sound is played asynchronously, Play returns immediately.
SOUND_ASYNC|wxSOUND_LOOP: Sound is played asynchronously and loops until another sound is played, Stop is called or the program terminates.
The static form is shorthand for this code:
wx.adv.Sound(filename).Play(flags)
flags –
bool
PlaySound(filename, flags=SOUND_ASYNC)¶Plays the sound file.
If another sound is playing, it will be interrupted.
Returns True on success, False otherwise. Note that in general it is possible to delete the object which is being asynchronously played any time after calling this function and the sound would continue playing, however this currently doesn’t work under Windows for sound objects loaded from memory data.
The possible values for flags are:
wx.adv.SOUND_SYNC: Play will block and wait until the sound is replayed.
wx.adv.SOUND_ASYNC: Sound is played asynchronously, Play returns immediately.
SOUND_ASYNC|wxSOUND_LOOP: Sound is played asynchronously and loops until another sound is played, Stop is called or the program terminates.
The static form is shorthand for this code:
wx.adv.Sound(filename).Play(flags)
filename (string) –
flags –
bool
Stop()¶If a sound is played, this function stops it.
__bool__(self)¶int
__nonzero__(self)¶int