📄 sound.h
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/*******************************************************************
* Advanced 3D Game Programming using DirectX 9.0
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* copyright (c) 2003 by Peter A Walsh and Adrian Perez
* See license.txt for modification and distribution information
******************************************************************/
#ifndef _SOUND_H
#define _SOUND_H
#include <map>
#include "SoundLayer.h"
#include "Wavread.h"
class cSound
{
CWaveSoundRead* m_pWaveSoundRead;
LPDIRECTSOUNDBUFFER8 m_pBuffer;
int m_bufferSize;
/**
* Multiple sounds that use the same
* file shouldn't re-read it, they should
* share the CWSR object. This map
* implements rudimentary reference counting.
* I would have just changed CWaveSoundRead,
* but I wanted to keep it unchanged from the
* samples.
*/
static std::map< CWaveSoundRead*, int > m_waveMap;
void Init();
public:
cSound( char* filename );
cSound( cSound& in );
cSound& operator=( const cSound &in );
virtual ~cSound();
void Restore();
void Fill();
void Play( bool bLoop = false );
bool IsPlaying();
};
#endif //_SOUND_H
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