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📄 gamesoundengine.h

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//////////////////////////////////////////////////////////////////////////////////////////////////
//      #                                                                               #       //
//		#		* File Name:	GameSoundEngine.h										#	    //
//		#																				#	    //
//		#		* Function:		the engine of the game									#	    //
//		#																				#	    //
//		#		* Instruction:	Created by JIAN NAN FEI 2008 8 29						#	    //
//      #                                                                               #       //
///////////////////////////////////////////////////////////////////////////////////////////////////

//----------------------------------------------------------------------------------------------//
//										DEFINES REFERENCES HERE									//
//----------------------------------------------------------------------------------------------//

	#ifdef __cplusplus
	extern "C" {
	#endif

	///////////////////////////////////////////////////////////////////////////////
	//
	// DSLoadSoundBuffer    Loads an IDirectSoundBuffer from a Win32 resource in
	//                      the current application.
	//
	// Params:
	//  pDS         -- Pointer to an IDirectSound that will be used to create
	//                 the buffer.
	//
	//  lpName      -- Name of WAV resource to load the data from.  Can be a
	//                 resource id specified using the MAKEINTRESOURCE macro.
	//
	// Returns an IDirectSoundBuffer containing the wave data or NULL on error.
	//
	// example:
	//  in the application's resource script (.RC file)
	//      Turtle WAV turtle.wav
	//
	//  some code in the application:
	//      IDirectSoundBuffer *pDSB = DSLoadSoundBuffer(pDS, "Turtle");
	//
	//      if (pDSB)
	//      {
	//          IDirectSoundBuffer_Play(pDSB, 0, 0, DSBPLAY_TOEND);
	//          /* ... */
	//
	///////////////////////////////////////////////////////////////////////////////
	IDirectSoundBuffer *DSLoadSoundBuffer(IDirectSound *pDS, LPCTSTR lpName);

	///////////////////////////////////////////////////////////////////////////////
	//
	// DSReloadSoundBuffer  Reloads an IDirectSoundBuffer from a Win32 resource in
	//                      the current application. normally used to handle
	//                      a DSERR_BUFFERLOST error.
	// Params:
	//  pDSB        -- Pointer to an IDirectSoundBuffer to be reloaded.
	//
	//  lpName      -- Name of WAV resource to load the data from.  Can be a
	//                 resource id specified using the MAKEINTRESOURCE macro.
	//
	// Returns a BOOL indicating whether the buffer was successfully reloaded.
	//
	// example:
	//  in the application's resource script (.RC file)
	//      Turtle WAV turtle.wav
	//
	//  some code in the application:
	//  TryAgain:
	//      HRESULT hres = IDirectSoundBuffer_Play(pDSB, 0, 0, DSBPLAY_TOEND);
	//
	//      if (FAILED(hres))
	//      {
	//          if ((hres == DSERR_BUFFERLOST) &&
	//              DSReloadSoundBuffer(pDSB, "Turtle"))
	//          {
	//              goto TryAgain;
	//          }
	//          /* deal with other errors... */
	//      }
	//
	///////////////////////////////////////////////////////////////////////////////
	BOOL DSReloadSoundBuffer(IDirectSoundBuffer *pDSB, LPCTSTR lpName);

	///////////////////////////////////////////////////////////////////////////////
	//
	// DSGetWaveResource    Finds a WAV resource in a Win32 module.
	//
	// Params:
	//  hModule     -- Win32 module handle of module containing WAV resource.
	//                 Pass NULL to indicate current application.
	//
	//  lpName      -- Name of WAV resource to load the data from.  Can be a
	//                 resource id specified using the MAKEINTRESOURCE macro.
	//
	//  ppWaveHeader-- Optional pointer to WAVEFORMATEX * to receive a pointer to
	//                 the WAVEFORMATEX header in the specified WAV resource.
	//                 Pass NULL if not required.
	//
	//  ppbWaveData -- Optional pointer to BYTE * to receive a pointer to the
	//                 waveform data in the specified WAV resource.  Pass NULL if
	//                 not required.
	//
	//  pdwWaveSize -- Optional pointer to DWORD to receive the size of the
	//                 waveform data in the specified WAV resource.  Pass NULL if
	//                 not required.
	//
	// Returns a BOOL indicating whether a valid WAV resource was found.
	//
	///////////////////////////////////////////////////////////////////////////////
	BOOL DSGetWaveResource(HMODULE hModule, LPCTSTR lpName,
		WAVEFORMATEX **ppWaveHeader, BYTE **ppbWaveData, DWORD *pdwWaveSize);

	///////////////////////////////////////////////////////////////////////////////
	//
	// HSNDOBJ             Handle to a SNDOBJ object.
	//
	//  SNDOBJs are implemented in dsutil as an example layer built on top
	//      of DirectSound.
	//
	//      A SNDOBJ is generally used to manage individual
	//      sounds which need to be played multiple times concurrently.  A
	//      SNDOBJ represents a queue of IDirectSoundBuffer objects which
	//      all refer to the same buffer memory.
	//
	//      A SNDOBJ also automatically reloads the sound resource when
	//      DirectSound returns a DSERR_BUFFERLOST
	//
	///////////////////////////////////////////////////////////////////////////////
	#ifndef _HSNDOBJ_DEFINED
	DECLARE_HANDLE32(HSNDOBJ);
	#endif

	///////////////////////////////////////////////////////////////////////////////
	//
	// SndObjCreate     Loads a SNDOBJ from a Win32 resource in
	//		    the current application.
	//
	// Params:
	//  pDS         -- Pointer to an IDirectSound that will be used to create
	//                 the SNDOBJ.
	//
	//  lpName      -- Name of WAV resource to load the data from.  Can be a
	//                 resource id specified using the MAKEINTRESOURCE macro.
	//
	//  iConcurrent -- Integer representing the number of concurrent playbacks of
	//                 to plan for.  Attempts to play more than this number will
	//                 succeed but will restart the least recently played buffer
	//                 even if it is not finished playing yet.
	//
	// Returns an HSNDOBJ or NULL on error.
	//
	// NOTES:
	//      SNDOBJs automatically restore and reload themselves as required.
	//
	///////////////////////////////////////////////////////////////////////////////
	HSNDOBJ SndObjCreate(IDirectSound *pDS, LPCTSTR lpName, int iConcurrent);

	///////////////////////////////////////////////////////////////////////////////
	//
	// SndObjDestroy  Frees a SNDOBJ and releases all of its buffers.
	//
	// Params:
	//  hSO         -- Handle to a SNDOBJ to free.
	//
	///////////////////////////////////////////////////////////////////////////////
	void SndObjDestroy(HSNDOBJ hSO);

	///////////////////////////////////////////////////////////////////////////////
	//
	// SndObjPlay	Plays a buffer in a SNDOBJ.
	//
	// Params:
	//  hSO         -- Handle to a SNDOBJ to play a buffer from.
	//
	//  dwPlayFlags -- Flags to pass to IDirectSoundBuffer::Play.  It is not
	//                 legal to play an SndObj which has more than one buffer
	//                 with the DSBPLAY_LOOPING flag.  Pass 0 to stop playback.
	//
	///////////////////////////////////////////////////////////////////////////////
	BOOL SndObjPlay(HSNDOBJ hSO, DWORD dwPlayFlags);

	///////////////////////////////////////////////////////////////////////////////
	//
	// SndObjStop	Stops one or more buffers in a SNDOBJ.
	//
	// Params:
	//  hSO         -- Handle to a SNDOBJ to play a buffer from.
	//
	///////////////////////////////////////////////////////////////////////////////
	BOOL SndObjStop(HSNDOBJ hSO);

	///////////////////////////////////////////////////////////////////////////////
	//
	// SndObjGetFreeBuffer	    returns one of the cloned buffers that is
	//			    not currently playing
	//
	// Params:
	//  hSO 	-- Handle to a SNDOBJ
	//
	// NOTES:
	//  This function is provided so that callers can set things like pan etc
	//  before playing the buffer.
	//
	// EXAMPLE:
	//  ...
	//
	///////////////////////////////////////////////////////////////////////////////
	IDirectSoundBuffer *SndObjGetFreeBuffer(HSNDOBJ hSO);

	///////////////////////////////////////////////////////////////////////////////
	//
	// helper routines
	//
	///////////////////////////////////////////////////////////////////////////////

	BOOL DSFillSoundBuffer(IDirectSoundBuffer *pDSB, BYTE *pbWaveData, DWORD dwWaveSize);
	BOOL DSParseWaveResource(void *pvRes, WAVEFORMATEX **ppWaveHeader, BYTE **ppbWaveData, DWORD *pdwWaveSize);

	#ifdef __cplusplus
	}
	#endif

//----------------------------------------------------------------------------------------------//
//										COMPLISHMENT OF THE FILE    							//
//----------------------------------------------------------------------------------------------//

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