📄 sdksound.cpp
字号:
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<m_dwNumBuffers; i++ )
hr |= m_apDSBuffer[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<m_dwNumBuffers; i++ )
hr |= m_apDSBuffer[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<m_dwNumBuffers; i++ )
{
if( m_apDSBuffer[i] )
{
DWORD dwStatus = 0;
m_apDSBuffer[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 );
}
⌨️ 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 + -