⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 core_sound.h

📁 一个DX的小引擎
💻 H
字号:
/**************************************************
WinMain.cpp
GameCore Component


**************************************************/

#ifndef _CORE_SOUND_H_
#define _CORE_SOUND_H_

// Macro to release a COM object
#define ReleaseCOM(x) if(x) { x->Release(); x = NULL; }

// Macros to help create patches numbers
#define PATCH(m,l,p) ((m << 16) | (l << 8) | p)
#define PATCHMSB(x)  ((x >> 16) & 255)
#define PATCHLSB(x)  ((x >>  8) & 255)
#define PATCHNUM(x)  (x & 255)

// These are the fixed sizes for sound channel buffers
const long g_SoundBufferSize  = 65536;
const long g_SoundBufferChunk = g_SoundBufferSize / 4;

// Forward class declarations
class cSound;
class cSoundData;
class cSoundChannel;
class cMusicChannel;
class cDLS;

class cSound
{
  protected:
    // Sound system related
    HWND                      m_hWnd;

    long                      m_Volume;

    HANDLE                    m_Events[33];
    cSoundChannel            *m_EventChannel[32];

    HANDLE                    m_hThread;
    DWORD                     m_ThreadID;
    BOOL                      m_ThreadActive;
    static DWORD              HandleNotifications(LPVOID lpvoid);

    // Sound related
    IDirectSound8            *m_pDS;
    IDirectSoundBuffer       *m_pDSBPrimary;

    long                      m_CooperativeLevel;
    long                      m_Frequency;
    short                     m_Channels;
    short                     m_BitsPerSample;
    
    // Music related - MIDI
    IDirectMusicPerformance8 *m_pDMPerformance;
    IDirectMusicLoader8      *m_pDMLoader;

  public:
    cSound();
    ~cSound();

    // Assign and release events
    BOOL AssignEvent(cSoundChannel *Channel, short *EventNum, HANDLE *EventHandle);
    BOOL ReleaseEvent(cSoundChannel *Channel, short *EventNum);

    // Functions to retrieve COM interfaces
    IDirectSound8            *GetDirectSoundCOM();
    IDirectSoundBuffer       *GetPrimaryBufferCOM();
    IDirectMusicPerformance8 *GetPerformanceCOM();
    IDirectMusicLoader8      *GetLoaderCOM();

    // Init and shutdown functions
    BOOL Init(HWND hWnd, long Frequency = 22050, short Channels = 1, short BitsPerSample = 16, long CooperativeLevel = DSSCL_PRIORITY);
    BOOL Shutdown();

    // Volume get/set
    long GetVolume();
    BOOL SetVolume(long Percent);

    // Restore system to known state
    BOOL Restore();
};

class cSoundData
{
  friend class cSoundChannel;

  protected:
    long  m_Frequency;
    short m_Channels;
    short m_BitsPerSample;

    FILE *m_fp;
    char *m_Ptr;
    char *m_Buf;
    
    long  m_Size;
    long  m_Left;

    long  m_StartPos;
    long  m_Pos;

  public:
    cSoundData();
    ~cSoundData();

    char *GetPtr();
    long GetSize();

    BOOL Create();
    BOOL Create(long Size);
    BOOL Free();

    BOOL SetFormat(long Frequency, short Channels, short BitsPerSample);
    BOOL SetSource(FILE *fp, long Pos = -1, long Size = -1);
    BOOL SetSource(void *Ptr, long Pos = -1, long Size = -1);

    BOOL LoadWAV(char *Filename, FILE *fp = NULL);
    BOOL LoadWAVHeader(char *Filename, FILE *fp = NULL);

    BOOL Copy(cSoundData *Source);
};

class cSoundChannel
{
  friend class cSound;

  protected:
    cSound              *m_Sound;
    IDirectSoundBuffer8 *m_pDSBuffer;
    IDirectSoundNotify8 *m_pDSNotify;
    short                m_Event;

    long                 m_Volume;
    signed long          m_Pan;
    BOOL                 m_Playing;
    long                 m_Loop;

    long                 m_Frequency;
    short                m_BitsPerSample;
    short                m_Channels;

    cSoundData           m_Desc;

    short                m_LoadSection;
    short                m_StopSection;
    short                m_NextNotify;

    BOOL BufferData();
    BOOL Update();

  public:
    cSoundChannel();
    ~cSoundChannel();

    IDirectSoundBuffer8 *GetSoundBufferCOM();
    IDirectSoundNotify8 *GetNotifyCOM();
    
    BOOL Create(cSound *Sound, long Frequency = 22050, short Channels = 1, short BitsPerSample = 16);
    BOOL Create(cSound *Sound, cSoundData *SoundDesc);
    BOOL Free();
    
    BOOL Play(cSoundData *Desc, long VolumePercent = 100, long Loop = 1);
    BOOL Stop();

    long GetVolume();
    BOOL SetVolume(long Percent);

    signed long GetPan();
    BOOL SetPan(signed long Level);

    long GetFrequency();
    BOOL SetFrequency(long Level);
    
    BOOL IsPlaying();
};

class cMusicChannel
{
  friend class cSound;

  protected:
    cSound               *m_Sound;
    IDirectMusicSegment8 *m_pDMSegment;
    long                  m_Volume;

  public:
    cMusicChannel();
    ~cMusicChannel();

    IDirectMusicSegment8 *GetSegmentCOM();
    
    BOOL Create(cSound *Sound);

    BOOL Load(char *Filename);
    BOOL Free();

    BOOL SetDLS(cDLS *DLS);
    
    BOOL Play(long VolumePercent = 100, long Loop = 1);
    BOOL Stop();

    long GetVolume();
    BOOL SetVolume(long Percent = 100);

    BOOL SetTempo(long Percent = 100);
    
    BOOL IsPlaying();
};

class cDLS
{
  protected:
    cSound                 *m_Sound;
    IDirectMusicCollection *m_pDMCollection;

  public:
    cDLS();
    ~cDLS();

    IDirectMusicCollection8 *GetCollectionCOM();

    BOOL Create(cSound *Sound);
    BOOL Load(char *Filename = NULL);
    BOOL Free();

    long GetNumPatches();
    long GetPatch(long Index);
    BOOL Exists(long Patch);
};

#pragma pack(1) 
typedef struct sWaveHeader
{
  char  RiffSig[4];
  long  WaveformChunkSize;
  char  WaveSig[4];
  char  FormatSig[4];
  long  FormatChunkSize;
  short FormatTag;
  short Channels;
  long  SampleRate;
  long  BytesPerSec;
  short BlockAlign;
  short BitsPerSample;
  char  DataSig[4];
  long  DataSize;
} sWaveHeader;
#pragma pack() 

#endif

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -