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//----------------------------------------------------------------------------- // File: DXUTsound.cpp // // Desc: DirectSound framework classes for playing wav files in DirectSound // buffers. Feel free to use these classes as a starting point for adding // extra functionality. // // Copyright (c) Microsoft Corp. All rights reserved. //----------------------------------------------------------------------------- #define STRICT #include "DXUT.h" #include
#include
#include "SDKsound.h" #include "SDKwavefile.h" #undef min // use __min instead #undef max // use __max instead //----------------------------------------------------------------------------- // Name: CSoundManager::CSoundManager() // Desc: Constructs the class //----------------------------------------------------------------------------- CSoundManager::CSoundManager() { m_pDS = NULL; } //----------------------------------------------------------------------------- // Name: CSoundManager::~CSoundManager() // Desc: Destroys the class //----------------------------------------------------------------------------- CSoundManager::~CSoundManager() { SAFE_RELEASE( m_pDS ); } //----------------------------------------------------------------------------- // Name: CSoundManager::Initialize() // Desc: Initializes the IDirectSound object and also sets the primary buffer // format. This function must be called before any others. //----------------------------------------------------------------------------- HRESULT CSoundManager::Initialize( HWND hWnd, DWORD dwCoopLevel ) { HRESULT hr; SAFE_RELEASE( m_pDS ); // Create IDirectSound using the primary sound device if( FAILED( hr = DirectSoundCreate8( NULL, &m_pDS, NULL ) ) ) return DXUT_ERR( L"DirectSoundCreate8", hr ); // Set DirectSound coop level if( FAILED( hr = m_pDS->SetCooperativeLevel( hWnd, dwCoopLevel ) ) ) return DXUT_ERR( L"SetCooperativeLevel", hr ); return S_OK; } //----------------------------------------------------------------------------- // Name: CSoundManager::SetPrimaryBufferFormat() // Desc: Set primary buffer to a specified format // !WARNING! - Setting the primary buffer format and then using this // same DirectSound object for DirectMusic messes up // DirectMusic! // For example, to set the primary buffer format to 22kHz stereo, 16-bit // then: dwPrimaryChannels = 2 // dwPrimaryFreq = 22050, // dwPrimaryBitRate = 16 //----------------------------------------------------------------------------- HRESULT CSoundManager::SetPrimaryBufferFormat( DWORD dwPrimaryChannels, DWORD dwPrimaryFreq, DWORD dwPrimaryBitRate ) { HRESULT hr; LPDIRECTSOUNDBUFFER pDSBPrimary = NULL; if( m_pDS == NULL ) return CO_E_NOTINITIALIZED; // Get the primary buffer DSBUFFERDESC dsbd; ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) ); dsbd.dwSize = sizeof(DSBUFFERDESC); dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER; dsbd.dwBufferBytes = 0; dsbd.lpwfxFormat = NULL; if( FAILED( hr = m_pDS->CreateSoundBuffer( &dsbd, &pDSBPrimary, NULL ) ) ) return DXUT_ERR( L"CreateSoundBuffer", hr ); WAVEFORMATEX wfx; ZeroMemory( &wfx, sizeof(WAVEFORMATEX) ); wfx.wFormatTag = (WORD) WAVE_FORMAT_PCM; wfx.nChannels = (WORD) dwPrimaryChannels; wfx.nSamplesPerSec = (DWORD) dwPrimaryFreq; wfx.wBitsPerSample = (WORD) dwPrimaryBitRate; wfx.nBlockAlign = (WORD) (wfx.wBitsPerSample / 8 * wfx.nChannels); wfx.nAvgBytesPerSec = (DWORD) (wfx.nSamplesPerSec * wfx.nBlockAlign); if( FAILED( hr = pDSBPrimary->SetFormat(&wfx) ) ) return DXUT_ERR( L"SetFormat", hr ); SAFE_RELEASE( pDSBPrimary ); return S_OK; } //----------------------------------------------------------------------------- // Name: CSoundManager::Get3DListenerInterface() // Desc: Returns the 3D listener interface associated with primary buffer. //----------------------------------------------------------------------------- HRESULT CSoundManager::Get3DListenerInterface( LPDIRECTSOUND3DLISTENER* ppDSListener ) { HRESULT hr; DSBUFFERDESC dsbdesc; LPDIRECTSOUNDBUFFER pDSBPrimary = NULL; if( ppDSListener == NULL ) return E_INVALIDARG; if( m_pDS == NULL ) return CO_E_NOTINITIALIZED; *ppDSListener = NULL; // Obtain primary buffer, asking it for 3D control ZeroMemory( &dsbdesc, sizeof(DSBUFFERDESC) ); dsbdesc.dwSize = sizeof(DSBUFFERDESC); dsbdesc.dwFlags = DSBCAPS_CTRL3D | DSBCAPS_PRIMARYBUFFER; if( FAILED( hr = m_pDS->CreateSoundBuffer( &dsbdesc, &pDSBPrimary, NULL ) ) ) return DXUT_ERR( L"CreateSoundBuffer", hr ); if( FAILED( hr = pDSBPrimary->QueryInterface( IID_IDirectSound3DListener, (VOID**)ppDSListener ) ) ) { SAFE_RELEASE( pDSBPrimary ); return DXUT_ERR( L"QueryInterface", hr ); } // Release the primary buffer, since it is not need anymore SAFE_RELEASE( pDSBPrimary ); return S_OK; } //----------------------------------------------------------------------------- // Name: CSoundManager::Create() // Desc: //----------------------------------------------------------------------------- HRESULT CSoundManager::Create( CSound** ppSound, LPWSTR strWaveFileName, DWORD dwCreationFlags, GUID guid3DAlgorithm, DWORD dwNumBuffers ) { HRESULT hr; HRESULT hrRet = S_OK; DWORD i; LPDIRECTSOUNDBUFFER* apDSBuffer = NULL; DWORD dwDSBufferSize = NULL; CWaveFile* pWaveFile = NULL; if( m_pDS == NULL ) return CO_E_NOTINITIALIZED; if( strWaveFileName == NULL || ppSound == NULL || dwNumBuffers < 1 ) return E_INVALIDARG; apDSBuffer = new LPDIRECTSOUNDBUFFER[dwNumBuffers]; if( apDSBuffer == NULL ) { hr = E_OUTOFMEMORY; goto LFail; } pWaveFile = new CWaveFile(); if( pWaveFile == NULL ) { hr = E_OUTOFMEMORY; goto LFail; } pWaveFile->Open( strWaveFileName, NULL, WAVEFILE_READ ); if( pWaveFile->GetSize() == 0 ) { // Wave is blank, so don't create it. hr = E_FAIL; goto LFail; } // Make the DirectSound buffer the same size as the wav file dwDSBufferSize = pWaveFile->GetSize(); // Create the direct sound buffer, and only request the flags needed // since each requires some overhead and limits if the buffer can // be hardware accelerated DSBUFFERDESC dsbd; ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) ); dsbd.dwSize = sizeof(DSBUFFERDESC); dsbd.dwFlags = dwCreationFlags; dsbd.dwBufferBytes = dwDSBufferSize; dsbd.guid3DAlgorithm = guid3DAlgorithm; dsbd.lpwfxFormat = pWaveFile->m_pwfx; // DirectSound is only guarenteed to play PCM data. Other // formats may or may not work depending the sound card driver. hr = m_pDS->CreateSoundBuffer( &dsbd, &apDSBuffer[0], NULL ); // Be sure to return this error code if it occurs so the // callers knows this happened. if( hr == DS_NO_VIRTUALIZATION ) hrRet = DS_NO_VIRTUALIZATION; if( FAILED(hr) ) { // DSERR_BUFFERTOOSMALL will be returned if the buffer is // less than DSBSIZE_FX_MIN and the buffer is created // with DSBCAPS_CTRLFX. // It might also fail if hardware buffer mixing was requested // on a device that doesn't support it. DXUT_ERR( L"CreateSoundBuffer", hr ); goto LFail; } // Default to use DuplicateSoundBuffer() when created extra buffers since always // create a buffer that uses the same memory however DuplicateSoundBuffer() will fail if // DSBCAPS_CTRLFX is used, so use CreateSoundBuffer() instead in this case. if( (dwCreationFlags & DSBCAPS_CTRLFX) == 0 ) { for( i=1; i
DuplicateSoundBuffer( apDSBuffer[0], &apDSBuffer[i] ) ) ) { DXUT_ERR( L"DuplicateSoundBuffer", hr ); goto LFail; } } } else { for( i=1; i
CreateSoundBuffer( &dsbd, &apDSBuffer[i], NULL ); if( FAILED(hr) ) { DXUT_ERR( L"CreateSoundBuffer", hr ); goto LFail; } } } // Create the sound *ppSound = new CSound( apDSBuffer, dwDSBufferSize, dwNumBuffers, pWaveFile, dwCreationFlags ); SAFE_DELETE_ARRAY( apDSBuffer ); return hrRet; LFail: // Cleanup SAFE_DELETE( pWaveFile ); SAFE_DELETE_ARRAY( apDSBuffer ); return hr; } //----------------------------------------------------------------------------- // Name: CSoundManager::CreateFromMemory() // Desc: //----------------------------------------------------------------------------- HRESULT CSoundManager::CreateFromMemory( CSound** ppSound, BYTE* pbData, ULONG ulDataSize, LPWAVEFORMATEX pwfx, DWORD dwCreationFlags, GUID guid3DAlgorithm, DWORD dwNumBuffers ) { HRESULT hr; DWORD i; LPDIRECTSOUNDBUFFER* apDSBuffer = NULL; DWORD dwDSBufferSize = NULL; CWaveFile* pWaveFile = NULL; if( m_pDS == NULL ) return CO_E_NOTINITIALIZED; if( pbData == NULL || ppSound == NULL || dwNumBuffers < 1 ) return E_INVALIDARG; apDSBuffer = new LPDIRECTSOUNDBUFFER[dwNumBuffers]; if( apDSBuffer == NULL ) { hr = E_OUTOFMEMORY; goto LFail; } pWaveFile = new CWaveFile(); if( pWaveFile == NULL ) { hr = E_OUTOFMEMORY; goto LFail; } pWaveFile->OpenFromMemory( pbData,ulDataSize, pwfx, WAVEFILE_READ ); // Make the DirectSound buffer the same size as the wav file dwDSBufferSize = ulDataSize; // Create the direct sound buffer, and only request the flags needed // since each requires some overhead and limits if the buffer can // be hardware accelerated DSBUFFERDESC dsbd; ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) ); dsbd.dwSize = sizeof(DSBUFFERDESC); dsbd.dwFlags = dwCreationFlags; dsbd.dwBufferBytes = dwDSBufferSize; dsbd.guid3DAlgorithm = guid3DAlgorithm; dsbd.lpwfxFormat = pwfx; if( FAILED( hr = m_pDS->CreateSoundBuffer( &dsbd, &apDSBuffer[0], NULL ) ) ) { DXUT_ERR( L"CreateSoundBuffer", hr ); goto LFail; } // Default to use DuplicateSoundBuffer() when created extra buffers since always // create a buffer that uses the same memory however DuplicateSoundBuffer() will fail if // DSBCAPS_CTRLFX is used, so use CreateSoundBuffer() instead in this case. if( (dwCreationFlags & DSBCAPS_CTRLFX) == 0 ) { for( i=1; i
DuplicateSoundBuffer( apDSBuffer[0], &apDSBuffer[i] ) ) ) { DXUT_ERR( L"DuplicateSoundBuffer", hr ); goto LFail; } } } else { for( i=1; i
CreateSoundBuffer( &dsbd, &apDSBuffer[i], NULL ); if( FAILED(hr) ) { DXUT_ERR( L"CreateSoundBuffer", hr ); goto LFail; } } } // Create the sound *ppSound = new CSound( apDSBuffer, dwDSBufferSize, dwNumBuffers, pWaveFile, dwCreationFlags ); SAFE_DELETE_ARRAY( apDSBuffer ); return S_OK; LFail: // Cleanup SAFE_DELETE_ARRAY( apDSBuffer ); return hr; } //----------------------------------------------------------------------------- // Name: CSoundManager::CreateStreaming() // Desc: //----------------------------------------------------------------------------- HRESULT CSoundManager::CreateStreaming( CStreamingSound** ppStreamingSound, LPWSTR strWaveFileName, DWORD dwCreationFlags, GUID guid3DAlgorithm, DWORD dwNotifyCount, DWORD dwNotifySize, HANDLE hNotifyEvent ) { HRESULT hr; if( m_pDS == NULL ) return CO_E_NOTINITIALIZED; if( strWaveFileName == NULL || ppStreamingSound == NULL || hNotifyEvent == NULL ) return E_INVALIDARG; LPDIRECTSOUNDBUFFER pDSBuffer = NULL; DWORD dwDSBufferSize = NULL; CWaveFile* pWaveFile = NULL; DSBPOSITIONNOTIFY* aPosNotify = NULL; LPDIRECTSOUNDNOTIFY pDSNotify = NULL; pWaveFile = new CWaveFile(); if( pWaveFile == NULL ) return E_OUTOFMEMORY; pWaveFile->Open( strWaveFileName, NULL, WAVEFILE_READ ); // Figure out how big the DirectSound buffer should be dwDSBufferSize = dwNotifySize * dwNotifyCount; // Set up the direct sound buffer. Request the NOTIFY flag, so // that we are notified as the sound buffer plays. Note, that using this flag // may limit the amount of hardware acceleration that can occur. DSBUFFERDESC dsbd; ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) ); dsbd.dwSize = sizeof(DSBUFFERDESC); dsbd.dwFlags = dwCreationFlags | DSBCAPS_CTRLPOSITIONNOTIFY | DSBCAPS_GETCURRENTPOSITION2; dsbd.dwBufferBytes = dwDSBufferSize; dsbd.guid3DAlgorithm = guid3DAlgorithm; dsbd.lpwfxFormat = pWaveFile->m_pwfx; if( FAILED( hr = m_pDS->CreateSoundBuffer( &dsbd, &pDSBuffer, NULL ) ) ) { // If wave format isn't then it will return // either DSERR_BADFORMAT or E_INVALIDARG if( hr == DSERR_BADFORMAT || hr == E_INVALIDARG ) return DXUT_ERR( L"CreateSoundBuffer", hr ); return DXUT_ERR( L"CreateSoundBuffer", hr ); } // Create the notification events, so that we know when to fill // the buffer as the sound plays. if( FAILED( hr = pDSBuffer->QueryInterface( IID_IDirectSoundNotify, (VOID**)&pDSNotify ) ) ) { SAFE_DELETE_ARRAY( aPosNotify ); return DXUT_ERR( L"QueryInterface", hr ); } aPosNotify = new DSBPOSITIONNOTIFY[ dwNotifyCount ]; if( aPosNotify == NULL ) return E_OUTOFMEMORY; for( DWORD i = 0; i < dwNotifyCount; i++ ) { aPosNotify[i].dwOffset = (dwNotifySize * i) + dwNotifySize - 1; aPosNotify[i].hEventNotify = hNotifyEvent; } // Tell DirectSound when to notify us. The notification will come in the from // of signaled events that are handled in WinMain() if( FAILED( hr = pDSNotify->SetNotificationPositions( dwNotifyCount, aPosNotify ) ) ) { SAFE_RELEASE( pDSNotify ); SAFE_DELETE_ARRAY( aPosNotify ); return DXUT_ERR( L"SetNotificationPositions", hr ); } SAFE_RELEASE( pDSNotify ); SAFE_DELETE_ARRAY( aPosNotify ); // Create the sound *ppStreamingSound = new CStreamingSound( pDSBuffer, dwDSBufferSize, pWaveFile, dwNotifySize ); return S_OK; } //----------------------------------------------------------------------------- // Name: CSound::CSound() // Desc: Constructs the class //----------------------------------------------------------------------------- CSound::CSound( LPDIRECTSOUNDBUFFER* apDSBuffer, DWORD dwDSBufferSize, DWORD dwNumBuffers, CWaveFile* pWaveFile, DWORD dwCreationFlags ) { DWORD i; if( dwNumBuffers <= 0 ) return; m_apDSBuffer = new LPDIRECTSOUNDBUFFER[dwNumBuffers]; if( NULL != m_apDSBuffer ) { for( i=0; i
Lock( 0, m_dwDSBufferSize, &pDSLockedBuffer, &dwDSLockedBufferSize, NULL, NULL, 0L ) ) ) return DXUT_ERR( L"Lock", hr ); // Reset the wave file to the beginning m_pWaveFile->ResetFile(); if( FAILED( hr = m_pWaveFile->Read( (BYTE*) pDSLockedBuffer, dwDSLockedBufferSize, &dwWavDataRead ) ) ) return DXUT_ERR( L"Read", hr ); if( dwWavDataRead == 0 ) { // Wav is blank, so just fill with silence FillMemory( (BYTE*) pDSLockedBuffer, dwDSLockedBufferSize, (BYTE)(m_pWaveFile->m_pwfx->wBitsPerSample == 8 ? 128 : 0 ) ); } else if( dwWavDataRead < dwDSLockedBufferSize ) { // If the wav file was smaller than the DirectSound buffer, // we need to fill the remainder of the buffer with data if( bRepeatWavIfBufferLarger ) { // Reset the file and fill the buffer with wav data DWORD dwReadSoFar = dwWavDataRead; // From previous call above. while( dwReadSoFar < dwDSLockedBufferSize ) { // This will keep reading in until the buffer is full // for very short files if( FAILED( hr = m_pWaveFile->ResetFile() ) ) return DXUT_ERR( L"ResetFile", hr ); hr = m_pWaveFile->Read( (BYTE*)pDSLockedBuffer + dwReadSoFar, dwDSLockedBufferSize - dwReadSoFar, &dwWavDataRead ); if( FAILED(hr) ) return DXUT_ERR( L"Read", hr ); dwReadSoFar += dwWavDataRead; } } else { // Don't repeat the wav file, just fill in silence FillMemory( (BYTE*) pDSLockedBuffer + dwWavDataRead, dwDSLockedBufferSize - dwWavDataRead, (BYTE)(m_pWaveFile->m_pwfx->wBitsPerSample == 8 ? 128 : 0 ) ); } } // Unlock the buffer, we don't need it anymore. pDSB->Unlock( pDSLockedBuffer, dwDSLockedBufferSize, NULL, 0 ); return S_OK; } //----------------------------------------------------------------------------- // Name: CSound::RestoreBuffer() // Desc: Restores the lost buffer. *pbWasRestored returns TRUE if the buffer was // restored. It can also NULL if the information is not needed. //----------------------------------------------------------------------------- HRESULT CSound::RestoreBuffer( LPDIRECTSOUNDBUFFER pDSB, BOOL* pbWasRestored ) { HRESULT hr; if( pDSB == NULL ) return CO_E_NOTINITIALIZED; if( pbWasRestored ) *pbWasRestored = FALSE; DWORD dwStatus; if( FAILED( hr = pDSB->GetStatus( &dwStatus ) ) ) return DXUT_ERR( L"GetStatus", hr ); if( dwStatus & DSBSTATUS_BUFFERLOST ) { // Since the app could have just been activated, then // DirectSound may not be giving us control yet, so // the restoring the buffer may fail. // If it does, sleep until DirectSound gives us control. do { hr = pDSB->Restore(); if( hr == DSERR_BUFFERLOST ) Sleep( 10 ); } while( ( hr = pDSB->Restore() ) == DSERR_BUFFERLOST ); if( pbWasRestored != NULL ) *pbWasRestored = TRUE; return S_OK; } else { return S_FALSE; } } //----------------------------------------------------------------------------- // Name: CSound::GetFreeBuffer() // Desc: Finding the first buffer that is not playing and return a pointer to // it, or if all are playing return a pointer to a randomly selected buffer. //----------------------------------------------------------------------------- LPDIRECTSOUNDBUFFER CSound::GetFreeBuffer() { if( m_apDSBuffer == NULL ) return FALSE; DWORD i; for( i=0; i
GetStatus( &dwStatus ); if ( ( dwStatus & DSBSTATUS_PLAYING ) == 0 ) break; } } if( i != m_dwNumBuffers ) return m_apDSBuffer[ i ]; else return m_apDSBuffer[ rand() % m_dwNumBuffers ]; } //----------------------------------------------------------------------------- // Name: CSound::GetBuffer() // Desc: //----------------------------------------------------------------------------- LPDIRECTSOUNDBUFFER CSound::GetBuffer( DWORD dwIndex ) { if( m_apDSBuffer == NULL ) return NULL; if( dwIndex >= m_dwNumBuffers ) return NULL; return m_apDSBuffer[dwIndex]; } //----------------------------------------------------------------------------- // Name: CSound::Get3DBufferInterface() // Desc: //----------------------------------------------------------------------------- HRESULT CSound::Get3DBufferInterface( DWORD dwIndex, LPDIRECTSOUND3DBUFFER* ppDS3DBuffer ) { if( m_apDSBuffer == NULL ) return CO_E_NOTINITIALIZED; if( dwIndex >= m_dwNumBuffers ) return E_INVALIDARG; *ppDS3DBuffer = NULL; return m_apDSBuffer[dwIndex]->QueryInterface( IID_IDirectSound3DBuffer, (VOID**)ppDS3DBuffer ); } //----------------------------------------------------------------------------- // Name: CSound::Play() // Desc: Plays the sound using voice management flags. Pass in DSBPLAY_LOOPING // in the dwFlags to loop the sound //----------------------------------------------------------------------------- HRESULT CSound::Play( DWORD dwPriority, DWORD dwFlags, LONG lVolume, LONG lFrequency, LONG lPan ) { HRESULT hr; BOOL bRestored; if( m_apDSBuffer == NULL ) return CO_E_NOTINITIALIZED; LPDIRECTSOUNDBUFFER pDSB = GetFreeBuffer(); if( pDSB == NULL ) return DXUT_ERR( L"GetFreeBuffer", E_FAIL ); // Restore the buffer if it was lost if( FAILED( hr = RestoreBuffer( pDSB, &bRestored ) ) ) return DXUT_ERR( L"RestoreBuffer", hr ); if( bRestored ) { // The buffer was restored, so we need to fill it with new data if( FAILED( hr = FillBufferWithSound( pDSB, FALSE ) ) ) return DXUT_ERR( L"FillBufferWithSound", hr ); } if( m_dwCreationFlags & DSBCAPS_CTRLVOLUME ) { pDSB->SetVolume( lVolume ); } if( lFrequency != -1 && (m_dwCreationFlags & DSBCAPS_CTRLFREQUENCY) ) { pDSB->SetFrequency( lFrequency ); } if( m_dwCreationFlags & DSBCAPS_CTRLPAN ) { pDSB->SetPan( lPan ); } return pDSB->Play( 0, dwPriority, dwFlags ); } //----------------------------------------------------------------------------- // Name: CSound::Play3D() // Desc: Plays the sound using voice management flags. Pass in DSBPLAY_LOOPING // in the dwFlags to loop the sound //----------------------------------------------------------------------------- HRESULT CSound::Play3D( LPDS3DBUFFER p3DBuffer, DWORD dwPriority, DWORD dwFlags, LONG lFrequency ) { HRESULT hr; BOOL bRestored; DWORD dwBaseFrequency; if( m_apDSBuffer == NULL ) return CO_E_NOTINITIALIZED; LPDIRECTSOUNDBUFFER pDSB = GetFreeBuffer(); if( pDSB == NULL ) return DXUT_ERR( L"GetFreeBuffer", E_FAIL ); // Restore the buffer if it was lost if( FAILED( hr = RestoreBuffer( pDSB, &bRestored ) ) ) return DXUT_ERR( L"RestoreBuffer", hr ); if( bRestored ) { // The buffer was restored, so we need to fill it with new data if( FAILED( hr = FillBufferWithSound( pDSB, FALSE ) ) ) return DXUT_ERR( L"FillBufferWithSound", hr ); } if( m_dwCreationFlags & DSBCAPS_CTRLFREQUENCY ) { pDSB->GetFrequency( &dwBaseFrequency ); pDSB->SetFrequency( dwBaseFrequency + lFrequency ); } // QI for the 3D buffer LPDIRECTSOUND3DBUFFER pDS3DBuffer; hr = pDSB->QueryInterface( IID_IDirectSound3DBuffer, (VOID**) &pDS3DBuffer ); if( SUCCEEDED( hr ) ) { hr = pDS3DBuffer->SetAllParameters( p3DBuffer, DS3D_IMMEDIATE ); if( SUCCEEDED( hr ) ) { hr = pDSB->Play( 0, dwPriority, dwFlags ); } pDS3DBuffer->Release(); } return hr; } //----------------------------------------------------------------------------- // Name: CSound::Stop() // Desc: Stops the sound from playing //----------------------------------------------------------------------------- HRESULT CSound::Stop() { if( m_apDSBuffer == NULL ) return CO_E_NOTINITIALIZED; HRESULT hr = 0; for( DWORD i=0; i
Stop(); return hr; } //----------------------------------------------------------------------------- // Name: CSound::Reset() // Desc: Reset all of the sound buffers //----------------------------------------------------------------------------- HRESULT CSound::Reset() { if( m_apDSBuffer == NULL ) return CO_E_NOTINITIALIZED; HRESULT hr = 0; for( DWORD i=0; i
SetCurrentPosition( 0 ); return hr; } //----------------------------------------------------------------------------- // Name: CSound::IsSoundPlaying() // Desc: Checks to see if a buffer is playing and returns TRUE if it is. //----------------------------------------------------------------------------- BOOL CSound::IsSoundPlaying() { BOOL bIsPlaying = FALSE; if( m_apDSBuffer == NULL ) return FALSE; for( DWORD i=0; i
GetStatus( &dwStatus ); bIsPlaying |= ( ( dwStatus & DSBSTATUS_PLAYING ) != 0 ); } } return bIsPlaying; } //----------------------------------------------------------------------------- // Name: CStreamingSound::CStreamingSound() // Desc: Setups up a buffer so data can be streamed from the wave file into // a buffer. This is very useful for large wav files that would take a // while to load. The buffer is initially filled with data, then // as sound is played the notification events are signaled and more data // is written into the buffer by calling HandleWaveStreamNotification() //----------------------------------------------------------------------------- CStreamingSound::CStreamingSound( LPDIRECTSOUNDBUFFER pDSBuffer, DWORD dwDSBufferSize, CWaveFile* pWaveFile, DWORD dwNotifySize ) : CSound( &pDSBuffer, dwDSBufferSize, 1, pWaveFile, 0 ) { m_dwLastPlayPos = 0; m_dwPlayProgress = 0; m_dwNotifySize = dwNotifySize; m_dwNextWriteOffset = 0; m_bFillNextNotificationWithSilence = FALSE; } //----------------------------------------------------------------------------- // Name: CStreamingSound::~CStreamingSound() // Desc: Destroys the class //----------------------------------------------------------------------------- CStreamingSound::~CStreamingSound() { } //----------------------------------------------------------------------------- // Name: CStreamingSound::HandleWaveStreamNotification() // Desc: Handle the notification that tells us to put more wav data in the // circular buffer //----------------------------------------------------------------------------- HRESULT CStreamingSound::HandleWaveStreamNotification( BOOL bLoopedPlay ) { HRESULT hr; DWORD dwCurrentPlayPos; DWORD dwPlayDelta; DWORD dwBytesWrittenToBuffer; VOID* pDSLockedBuffer = NULL; VOID* pDSLockedBuffer2 = NULL; DWORD dwDSLockedBufferSize; DWORD dwDSLockedBufferSize2; if( m_apDSBuffer == NULL || m_pWaveFile == NULL ) return CO_E_NOTINITIALIZED; // Restore the buffer if it was lost BOOL bRestored; if( FAILED( hr = RestoreBuffer( m_apDSBuffer[0], &bRestored ) ) ) return DXUT_ERR( L"RestoreBuffer", hr ); if( bRestored ) { // The buffer was restored, so we need to fill it with new data if( FAILED( hr = FillBufferWithSound( m_apDSBuffer[0], FALSE ) ) ) return DXUT_ERR( L"FillBufferWithSound", hr ); return S_OK; } // Lock the DirectSound buffer if( FAILED( hr = m_apDSBuffer[0]->Lock( m_dwNextWriteOffset, m_dwNotifySize, &pDSLockedBuffer, &dwDSLockedBufferSize, &pDSLockedBuffer2, &dwDSLockedBufferSize2, 0L ) ) ) return DXUT_ERR( L"Lock", hr ); // m_dwDSBufferSize and m_dwNextWriteOffset are both multiples of m_dwNotifySize, // it should the second buffer, so it should never be valid if( pDSLockedBuffer2 != NULL ) return E_UNEXPECTED; if( !m_bFillNextNotificationWithSilence ) { // Fill the DirectSound buffer with wav data if( FAILED( hr = m_pWaveFile->Read( (BYTE*) pDSLockedBuffer, dwDSLockedBufferSize, &dwBytesWrittenToBuffer ) ) ) return DXUT_ERR( L"Read", hr ); } else { // Fill the DirectSound buffer with silence FillMemory( pDSLockedBuffer, dwDSLockedBufferSize, (BYTE)( m_pWaveFile->m_pwfx->wBitsPerSample == 8 ? 128 : 0 ) ); dwBytesWrittenToBuffer = dwDSLockedBufferSize; } // If the number of bytes written is less than the // amount we requested, we have a short file. if( dwBytesWrittenToBuffer < dwDSLockedBufferSize ) { if( !bLoopedPlay ) { // Fill in silence for the rest of the buffer. FillMemory( (BYTE*) pDSLockedBuffer + dwBytesWrittenToBuffer, dwDSLockedBufferSize - dwBytesWrittenToBuffer, (BYTE)(m_pWaveFile->m_pwfx->wBitsPerSample == 8 ? 128 : 0 ) ); // Any future notifications should just fill the buffer with silence m_bFillNextNotificationWithSilence = TRUE; } else { // We are looping, so reset the file and fill the buffer with wav data DWORD dwReadSoFar = dwBytesWrittenToBuffer; // From previous call above. while( dwReadSoFar < dwDSLockedBufferSize ) { // This will keep reading in until the buffer is full (for very short files). if( FAILED( hr = m_pWaveFile->ResetFile() ) ) return DXUT_ERR( L"ResetFile", hr ); if( FAILED( hr = m_pWaveFile->Read( (BYTE*)pDSLockedBuffer + dwReadSoFar, dwDSLockedBufferSize - dwReadSoFar, &dwBytesWrittenToBuffer ) ) ) return DXUT_ERR( L"Read", hr ); dwReadSoFar += dwBytesWrittenToBuffer; } } } // Unlock the DirectSound buffer m_apDSBuffer[0]->Unlock( pDSLockedBuffer, dwDSLockedBufferSize, NULL, 0 ); // Figure out how much data has been played so far. When we have played // past the end of the file, we will either need to start filling the // buffer with silence or starting reading from the beginning of the file, // depending if the user wants to loop the sound if( FAILED( hr = m_apDSBuffer[0]->GetCurrentPosition( &dwCurrentPlayPos, NULL ) ) ) return DXUT_ERR( L"GetCurrentPosition", hr ); // Check to see if the position counter looped if( dwCurrentPlayPos < m_dwLastPlayPos ) dwPlayDelta = ( m_dwDSBufferSize - m_dwLastPlayPos ) + dwCurrentPlayPos; else dwPlayDelta = dwCurrentPlayPos - m_dwLastPlayPos; m_dwPlayProgress += dwPlayDelta; m_dwLastPlayPos = dwCurrentPlayPos; // If we are now filling the buffer with silence, then we have found the end so // check to see if the entire sound has played, if it has then stop the buffer. if( m_bFillNextNotificationWithSilence ) { // We don't want to cut off the sound before it's done playing. if( m_dwPlayProgress >= m_pWaveFile->GetSize() ) { m_apDSBuffer[0]->Stop(); } } // Update where the buffer will lock (for next time) m_dwNextWriteOffset += dwDSLockedBufferSize; m_dwNextWriteOffset %= m_dwDSBufferSize; // Circular buffer return S_OK; } //----------------------------------------------------------------------------- // Name: CStreamingSound::Reset() // Desc: Resets the sound so it will begin playing at the beginning //----------------------------------------------------------------------------- HRESULT CStreamingSound::Reset() { HRESULT hr; if( m_apDSBuffer[0] == NULL || m_pWaveFile == NULL ) return CO_E_NOTINITIALIZED; m_dwLastPlayPos = 0; m_dwPlayProgress = 0; m_dwNextWriteOffset = 0; m_bFillNextNotificationWithSilence = FALSE; // Restore the buffer if it was lost BOOL bRestored; if( FAILED( hr = RestoreBuffer( m_apDSBuffer[0], &bRestored ) ) ) return DXUT_ERR( L"RestoreBuffer", hr ); if( bRestored ) { // The buffer was restored, so we need to fill it with new data if( FAILED( hr = FillBufferWithSound( m_apDSBuffer[0], FALSE ) ) ) return DXUT_ERR( L"FillBufferWithSound", hr ); } m_pWaveFile->ResetFile(); return m_apDSBuffer[0]->SetCurrentPosition( 0L ); }
SDKsound.cpp
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