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📄 demo10_3.cpp

📁 windows游戏编程大师源代码
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// DEMO10_3.CPP - Loading and playing a wav file
// with real-time manipulation

// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN  

#include <windows.h>   // include important windows stuff
#include <windowsx.h> 
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>

#include <ddraw.h>  // directX includes
#include <dsound.h>

// DEFINES ////////////////////////////////////////////////

// defines for windows 
#define WINDOW_CLASS_NAME "WINCLASS1"  // class name

#define WINDOW_WIDTH  400              // size of window
#define WINDOW_HEIGHT 300
#define SCREEN_WIDTH  640              // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP    8                // bits per pixel

#define MAX_SOUNDS     256 // max number of sounds in system at once 

// digital sound object state defines
#define SOUND_NULL     0 // " "
#define SOUND_LOADED   1
#define SOUND_PLAYING  2
#define SOUND_STOPPED  3


// MACROS /////////////////////////////////////////////////

// these read the keyboard asynchronously
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code)   ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)

// TYPES //////////////////////////////////////////////////

typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char  UCHAR;
typedef unsigned char  BYTE;

// this holds a single sound
typedef struct pcm_sound_typ
	{
	LPDIRECTSOUNDBUFFER dsbuffer;   // the ds buffer containing the sound
	int state;                      // state of the sound
	int rate;                       // playback rate
	int size;                       // size of sound
	int id;                         // id number of the sound
	} pcm_sound, *pcm_sound_ptr;

// PROTOTYPES /////////////////////////////////////////////

int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
int DSound_Load_WAV(char *filename, int control_flags = DSBCAPS_CTRLDEFAULT);

// GLOBALS ////////////////////////////////////////////////

HWND main_window_handle = NULL; // save the window handle
HINSTANCE main_instance = NULL; // save the instance
char buffer[80];                // used to print text

LPDIRECTSOUND		lpds;           // directsound interface pointer
DSBUFFERDESC		dsbd;           // directsound description
DSCAPS				dscaps;         // directsound caps
HRESULT				dsresult;       // general directsound result
DSBCAPS             dsbcaps;        // directsound buffer caps

LPDIRECTSOUNDBUFFER	lpdsbprimary,    // you won't need this normally
                    lpdsbsecondary;  // the sound buffers

WAVEFORMATEX        pcmwf;          // generic waveformat structure

pcm_sound			sound_fx[MAX_SOUNDS];    // the array of secondary sound buffers


HWND                freq_hwnd,      // window handles for controls
                    volume_hwnd,
                    pan_hwnd;


int                 sound_id = -1;  // id of sound we load for demo

// FUNCTIONS //////////////////////////////////////////////

LRESULT CALLBACK WindowProc(HWND hwnd, 
						    UINT msg, 
                            WPARAM wparam, 
                            LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT	ps;		   // used in WM_PAINT
HDC			hdc;	   // handle to a device context

// what is the message 
switch(msg)
	{	
	case WM_CREATE: 
        {
		// do initialization stuff here
		return(0);
		} break;

    case WM_PAINT:
         {
         // start painting
         hdc = BeginPaint(hwnd,&ps);
        
         // first the static text
         // set the color
         SetTextColor(hdc,RGB(0,255,0));
         SetBkColor(hdc,RGB(0,0,0));
         SetBkMode(hdc,OPAQUE);

         TextOut(hdc,160-5*7,40-20,"VOLUME        ",         strlen("VOLUME        "));
         TextOut(hdc,160-5*13,100-20,"PLAYBACK RATE        ",strlen("PLAYBACK RATE        "));
         TextOut(hdc,160-5*14,160-20,"STEREO PANNING        ",strlen("STEREO PANNING        "));
         
         // end painting
         EndPaint(hwnd,&ps);
         return(0);
        } break;

///////////////////////////////////////////////////////////

    case WM_HSCROLL:
    case WM_VSCROLL:
        {
        int nscrollcode    = (int)LOWORD(wparam); // scroll bar value 
        int npos           = (int)HIWORD(wparam); // scroll box position 
        HWND hwndscrollbar = (HWND)lparam;        // handle of scroll bar 

        // get teh dc for printing
        hdc = GetDC(hwnd);
        
        // set the color
        SetTextColor(hdc,RGB(0,255,0));
        SetBkColor(hdc,RGB(0,0,0));
        SetBkMode(hdc,OPAQUE);
                
        // make sure that the scroll bar is being tracked
        if (nscrollcode==SB_THUMBPOSITION || 
            nscrollcode==SB_THUMBTRACK) 
        {
        // what scroll bar sent message
        if (hwndscrollbar==volume_hwnd)
           {
           // re-position scroll bar
           SetScrollPos(volume_hwnd, SB_CTL,npos,TRUE);
           sprintf(buffer,"VOLUME=%d       ",-npos);
           
           // output text
           TextOut(hdc,160-5*7,40-20,buffer,strlen(buffer)); 

           // set the volume
           sound_fx[sound_id].dsbuffer->SetVolume(-npos);

           } // end if
        else
        if (hwndscrollbar==freq_hwnd)
           {
           // re-position scroll bar
           SetScrollPos(freq_hwnd, SB_CTL,npos,TRUE);
           sprintf(buffer,"PLAYBACK RATE=%d      ",npos);
     
           // output text
           TextOut(hdc,160-5*13,100-20,buffer,strlen(buffer));

           // set the frequency
           sound_fx[sound_id].dsbuffer->SetFrequency(npos);
           } // end if
        // what scroll bar sent message
        else
        if (hwndscrollbar==pan_hwnd)
           {
           // re-position scroll bar
           SetScrollPos(pan_hwnd, SB_CTL,npos,TRUE);
           sprintf(buffer,"STEREO PANNING=%d      ",-(npos-10000));
           
           // output text
           TextOut(hdc,160-5*14,160-20,buffer,strlen(buffer));
 
           // set the stereo panning
           sound_fx[sound_id].dsbuffer->SetPan(-(npos-10000));
           } // end if
        
        } // end if

        // release the dc
        ReleaseDC(hwnd,hdc);

        // message has been processed
        return(0);

        } break;

///////////////////////////////////////////////////////////

	case WM_DESTROY: 
		{
		// kill the application			
		PostQuitMessage(0);
		return(0);
		} break;

	default:break;

    } // end switch

// process any messages that we didn't take care of 
return (DefWindowProc(hwnd, msg, wparam, lparam));

} // end WinProc

// WINMAIN ////////////////////////////////////////////////

int WINAPI WinMain(	HINSTANCE hinstance,
					HINSTANCE hprevinstance,
					LPSTR lpcmdline,
					int ncmdshow)
{

WNDCLASS winclass;	// this will hold the class we create
HWND	 hwnd;		// generic window handle
MSG		 msg;		// generic message
HDC      hdc;       // generic dc
PAINTSTRUCT ps;     // generic paintstruct

// first fill in the window class stucture
winclass.style			= CS_DBLCLKS | CS_OWNDC | 
                          CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc	= WindowProc;
winclass.cbClsExtra		= 0;
winclass.cbWndExtra		= 0;
winclass.hInstance		= hinstance;
winclass.hIcon			= LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor		= LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground	= (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName	= NULL; 
winclass.lpszClassName	= WINDOW_CLASS_NAME;

// register the window class
if (!RegisterClass(&winclass))
	return(0);

// create the window, note the use of WS_POPUP
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
						  "DirectSound WAV File Loading DEMO",	 // title
						  WS_OVERLAPPEDWINDOW | WS_VISIBLE,
					 	  0,0,	   // x,y
						  WINDOW_WIDTH,  // width
                          WINDOW_HEIGHT, // height
						  NULL,	   // handle to parent 
						  NULL,	   // handle to menu
						  hinstance,// instance
						  NULL)))	// creation parms
return(0);

// save the window handle and instance in a global
main_window_handle = hwnd;
main_instance      = hinstance;

// create some scroll controls to change volume, frequency
// and panning

// create the volume control scroller
volume_hwnd = CreateWindow("SCROLLBAR", // class
						  "",	    // title
						  WS_CHILD | WS_VISIBLE,
					 	  80,40,	    // x,y
						  160,       // width
                          16,      // height
						  hwnd,	    // handle to parent 
						  NULL,	    // handle to menu
						  hinstance,// instance
						  NULL);    // creation parms

// create the frequency control scroller
freq_hwnd = CreateWindow("SCROLLBAR", // class
						  "",	    // title
						  WS_CHILD | WS_VISIBLE,
					 	  80,100,	    // x,y
						  160,       // width
                          16,      // height
						  hwnd,	    // handle to parent 
						  NULL,	    // handle to menu
						  hinstance,// instance
						  NULL);    // creation parms

// create the stereo panning control scroller
pan_hwnd = CreateWindow("SCROLLBAR", // class
						  "",	    // title
						  WS_CHILD | WS_VISIBLE,
					 	  80,160,	// x,y
						  160,      // width
                          16,       // height
						  hwnd,	    // handle to parent 
						  NULL,	    // handle to menu
						  hinstance,// instance
						  NULL);    // creation parms


// set range and value of each scroll bar
SetScrollRange(volume_hwnd, SB_CTL, 0, 4000,TRUE);
SetScrollPos(volume_hwnd, SB_CTL,0,TRUE);

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