📄 ch13p1_3dsound.cpp
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/*
#############################################################################
Ch13p1_3DSound.cpp: a program that demonstrates the fire algorithm,
without any annoying bells and/or whistles.
#############################################################################
*/
// include files ////////////////////////////////////////////////////////////
#define STRICT
#define DIRECTINPUT_VERSION 0x0800
#pragma warning(disable: 4786)
#include <stdio.h>
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "AudioEngine/DXUtil.h"
#include "D3DHelperFuncs.h"
#include "Ch13p1_resource.h"
#include "Camera.h"
#include "InputManager.h"
#include "AnimSequence.h"
#include "Sprite.h"
#include "SkyBox.h"
#include "AudioEngine/AudioEngine.h"
using namespace std;
using namespace AudioEngine;
CAudioManager g_AudioMgr;
CAudioManager *AudioEngine::GetAudioManager() { return(&g_AudioMgr); }
const int BEEPINTERVAL = 1; // beep every # seconds
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the
// generic functionality needed in all Direct3D samples. CMyD3DApplication
// adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
// Font for drawing text
CD3DFont* m_pFont;
CD3DFont* m_pFontSmall;
// Scene
CUserControlledCamera m_Camera;
// Mouse Input
CInputManager m_InputManager;
// object mesh
CD3DMesh* m_pObject;
// skybox
CSkyBox m_SkyBox;
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT FinalCleanup();
HRESULT Render();
HRESULT FrameMove();
HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
void ProcessInput();
float m_rAngleX;
float m_rAngleY;
float m_rAngleZ;
CSoundPtr m_Beep;
CSoundPtr m_Engine;
float m_BeepTimer;
D3DVECTOR m_LastListenerPosition;
D3DVECTOR m_ListenerVelocity;
bool m_WarpSpeed;
bool m_BeepActive;
public:
CMyD3DApplication();
};
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
// message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
CMyD3DApplication d3dApp;
if( FAILED( d3dApp.Create( hInst ) ) )
return 0;
return d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("Ch13p1_3DSound");
m_bUseDepthBuffer = TRUE;
m_pObject = new CD3DMesh;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pFontSmall = new CD3DFont( _T("Arial"), 9, D3DFONT_BOLD );
m_rAngleX = m_rAngleY = m_rAngleZ = 0;
m_BeepTimer = 0;
m_WarpSpeed = false;
m_BeepActive = true;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
try {
GetAudioManager()->Init(m_hWnd);
// full volume on performance
GetAudioManager()->SetVolume(CVolume(0));
m_Beep = GetAudioManager()->Load3DSound("beep.wav");
m_Engine = GetAudioManager()->Load3DSound("engine.wav");
CDirectMusicSegment *engineseg = dynamic_cast<CDirectMusicSegment *>(m_Engine.Get());
engineseg->SetRepeats(DMUS_SEG_REPEAT_INFINITE);
// set range on our engine and our beep
C3DSoundEffect *beep = dynamic_cast<C3DSoundEffect *>(m_Beep.Get());
C3DSoundEffect *engine = dynamic_cast<C3DSoundEffect *>(m_Engine.Get());
if (beep) {
beep->SetMaxDistance(100);
beep->SetMinDistance(10);
}
if (engine) {
engine->SetMaxDistance(80);
engine->SetMinDistance(10);
}
GetAudioManager()->Commit3DSoundParameters();
}
catch(...) {
return E_FAIL;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
if (m_fElapsedTime < 0.0001f) {
m_fElapsedTime = 0.0001f;
}
CTimer::UpdateAll(m_fElapsedTime);
// these are random values to make it seem like our spaceship is
// drifting in space.
m_rAngleX += 0.02f * m_fElapsedTime;
m_rAngleY += 0.03f * m_fElapsedTime;
m_rAngleZ += 0.01f * m_fElapsedTime;
m_BeepTimer += m_fElapsedTime;
if (m_BeepActive && m_BeepTimer > BEEPINTERVAL) {
// generate a beep!
m_Beep->Play();
m_BeepTimer = 0;
}
// set beep position to spaceship position
C3DSoundEffect *beep = dynamic_cast<C3DSoundEffect *>(m_Beep.Get());
if (beep) {
D3DVECTOR v;
v.x = 0;
v.y = 4;
v.z = 0;
beep->SetPosition(v);
}
// set listener position to camera position
C3DSoundListener &listener = GetAudioManager()->GetListener();
listener.SetPosition(m_Camera.GetPosition());
listener.SetDopplerFactor(DS3D_MAXDOPPLERFACTOR);
listener.SetDistanceFactor(10);
// set listener orientation
D3DXVECTOR3 lookat = D3DXVECTOR3(m_Camera.GetViewMatrix()._13, m_Camera.GetViewMatrix()._23, m_Camera.GetViewMatrix()._33);
D3DXVECTOR3 up = D3DXVECTOR3(m_Camera.GetViewMatrix()._12, m_Camera.GetViewMatrix()._22, m_Camera.GetViewMatrix()._32);
D3DXVECTOR3 nlookat, nup;
D3DXVec3Normalize(&nlookat, &lookat);
D3DXVec3Normalize(&nup, &up);
if (nup == nlookat) { nup = D3DXVECTOR3(0,1,0); }
listener.SetOrient(nup, nlookat);
// set listener velocity based on previous frame position and current position
m_ListenerVelocity.x = m_Camera.GetPosition().x - m_LastListenerPosition.x;
m_ListenerVelocity.y = m_Camera.GetPosition().y - m_LastListenerPosition.y;
m_ListenerVelocity.z = m_Camera.GetPosition().z - m_LastListenerPosition.z;
listener.SetVelocity(m_ListenerVelocity);
m_LastListenerPosition = m_Camera.GetPosition();
GetAudioManager()->Commit3DSoundParameters();
return S_OK;
}
void CMyD3DApplication::ProcessInput()
{
float fSpeed = 0.5f;
unsigned char m_bKey[256];
ZeroMemory( m_bKey, 256 );
GetKeyboardState(m_bKey);
// Process keyboard input
if (m_WarpSpeed) fSpeed = 2;
if(m_bKey['D'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(fSpeed, 0.0f, 0.0f)); // Slide Right
if(m_bKey['A'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(-fSpeed, 0.0f, 0.0f));// Slide Left
if(m_bKey['Q'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, fSpeed, 0.0f)); // Slide Up
if(m_bKey['Z'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, -fSpeed, 0.0f));// Slide Down
if(m_bKey['W'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, 0.0f, fSpeed)); // Slide Foward
if(m_bKey['S'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, 0.0f, -fSpeed));// Slide Back
if(m_bKey['L'] & 128) m_Camera.AddToYawPitchRoll(fSpeed, 0.0f, 0.0f); // Turn Right
if(m_bKey['J'] & 128) m_Camera.AddToYawPitchRoll(-fSpeed, 0.0f, 0.0f); // Turn Left
if(m_bKey['K'] & 128) m_Camera.AddToYawPitchRoll(0.0f, fSpeed, 0.0f); // Turn Down
if(m_bKey['I'] & 128) m_Camera.AddToYawPitchRoll(0.0f, -fSpeed, 0.0f);// Turn Up
// mouse look
DIMOUSESTATE2 dims2;
m_InputManager.ReadMouse(dims2);
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