📄 demo10_2.cpp
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// DEMO10_2.CPP - Making a simple sound with DirectSound
// makes a 100hz pure sine tone, try changing it for fun!
// 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>
// directx 7.0+ compatibility
#ifndef DSBCAPS_CTRLDEFAULT
#define DSBCAPS_CTRLDEFAULT (DSBCAPS_CTRLFREQUENCY | DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME )
#endif
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1" // class name
#define WINDOW_WIDTH 400 // size of window
#define WINDOW_HEIGHT 400
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 8 // bits per pixel
// 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;
// PROTOTYPES /////////////////////////////////////////////
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
// 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
// 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);
// end painting
EndPaint(hwnd,&ps);
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 100hz Tone 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;
// perform all game console specific initialization
// start up the directsound sound
Game_Init();
// enter main event loop
while(1)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end if
// main game processing goes here
Game_Main();
} // end while
// shutdown game and release all resources
Game_Shutdown();
// return to Windows like this
return(msg.wParam);
} // end WinMain
// WINX GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
// this example does everything: it sets up directsound
// creates a secondary buffer, loads it with a synthesizer
// sine wave and plays it
void *audio_ptr_1 = NULL, // used to lock memory
*audio_ptr_2 = NULL;
DWORD dsbstatus; // status of sound buffer
DWORD audio_length_1 = 0, // length of locked memory
audio_length_2 = 0,
snd_buffer_length = 64000; // working buffer
// allocate memory for buffer
UCHAR *snd_buffer_ptr = (UCHAR *)malloc(snd_buffer_length);
// we need some data for the buffer, you could load a .VOC or .WAV
// but as an example, lets synthesize the data
// fill buffer with a synthesized 100hz sine wave
for (int index=0; index < (int)snd_buffer_length; index++)
snd_buffer_ptr[index] = 127*sin(6.28*((float)(index%110))/(float)110);
// note the math, 127 is the scale or amplitude
// 6.28 is to convert to radians
// (index % 110) read below
// we are playing at 11025 hz or 11025 cycles/sec therefore, in 1 sec
// we want 100 cycles of our synthesized sound, thus 11025/100 is approx.
// 110, thus we want the waveform to repeat each 110 clicks of index, so
// normalize to 110
// create a directsound object
if (DirectSoundCreate(NULL, &lpds, NULL)!=DS_OK )
return(0);
// set cooperation level
if (lpds->SetCooperativeLevel(main_window_handle,DSSCL_NORMAL)!=DS_OK)
return(0);
// set up the format data structure
memset(&pcmwf, 0, sizeof(WAVEFORMATEX));
pcmwf.wFormatTag = WAVE_FORMAT_PCM;
pcmwf.nChannels = 1;
pcmwf.nSamplesPerSec = 11025;
pcmwf.nBlockAlign = 1;
pcmwf.nAvgBytesPerSec = pcmwf.nSamplesPerSec * pcmwf.nBlockAlign;
pcmwf.wBitsPerSample = 8;
pcmwf.cbSize = 0;
// create the secondary buffer (no need for a primary)
memset(&dsbd,0,sizeof(DSBUFFERDESC));
dsbd.dwSize = sizeof(DSBUFFERDESC);
dsbd.dwFlags = DSBCAPS_CTRLDEFAULT | DSBCAPS_STATIC | DSBCAPS_LOCSOFTWARE;
dsbd.dwBufferBytes = snd_buffer_length+1;
dsbd.lpwfxFormat = &pcmwf;
if (lpds->CreateSoundBuffer(&dsbd,&lpdsbsecondary,NULL)!=DS_OK)
return(0);
// copy data into sound buffer
if (lpdsbsecondary->Lock(0,
snd_buffer_length,
&audio_ptr_1,
&audio_length_1,
&audio_ptr_2,
&audio_length_2,
DSBLOCK_FROMWRITECURSOR)!=DS_OK)
return(0);
// copy first section of circular buffer
CopyMemory(audio_ptr_1, snd_buffer_ptr, audio_length_1);
// copy last section of circular buffer
CopyMemory(audio_ptr_2, (snd_buffer_ptr+audio_length_1),audio_length_2);
// unlock the buffer
if (lpdsbsecondary->Unlock(audio_ptr_1,
audio_length_1,
audio_ptr_2,
audio_length_2)!=DS_OK)
return(0);
// play the sound in looping mode
if (lpdsbsecondary->Play(0,0,DSBPLAY_LOOPING )!=DS_OK)
return(0);
// release the memory since DirectSound has made a copy of it
free(snd_buffer_ptr);
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////
int Game_Shutdown(void *parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// release the directsoundobject
if (lpds!=NULL)
lpds->Release();
// return success
return(1);
} // end Game_Shutdown
///////////////////////////////////////////////////////////
int Game_Main(void *parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
PostMessage(main_window_handle, WM_DESTROY,0,0);
// return success
return(1);
} // end Game_Main
///////////////////////////////////////////////////////////
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