📄 ch5p3_looping.cpp
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// Ch5p3_Looping.cpp : Defines the entry point for the console application.
//
#include <iostream>
#include <sstream>
#include <string>
#include <math.h>
#include <conio.h>
#include <windows.h>
#include <mmreg.h>
#include "dsound.h"
#include "dxerr8.h"
#include "AudioEngine/dxutil.h"
#include "AudioEngine/AudioEngine.h"
using namespace std;
using namespace AudioEngine;
CAudioManager g_AudioMgr;
CAudioManager *AudioEngine::GetAudioManager() { return(&g_AudioMgr); }
void Exit(int errorcode)
{
#ifdef _DEBUG
cout << endl << endl << "(Program ended, press a key to exit.)";
// so that the console window doesn't disappear before we have
// a chance to look at it.
getch();
#endif
exit(errorcode);
}
HWND GetConsoleWindowHandle()
{
char title[512];
HWND hWnd;
GetConsoleTitle(title, sizeof(title));
hWnd = FindWindow(NULL, title);
return(hWnd);
}
void main(int argc, char* argv[])
{
try {
// initialize audio manager
cout << "Initializing Audio Manager..." << endl;
g_AudioMgr.Init(GetConsoleWindowHandle());
// load a WAV file
cout << "Loading WAV File..." << endl;
CSoundPtr snd = g_AudioMgr.LoadSound("test.wav");
cout << "Playing on a loop (press a key to stop)..." << endl;
snd->GetSegment()->SetRepeats(DMUS_SEG_REPEAT_INFINITE);
snd->Play();
getch();
// stop the sound
cout << "Stopping sound..." << endl;
snd->Stop();
// uninit audio manager
cout << endl << "UnIniting audio manager..." << endl;
g_AudioMgr.UnInit();
}
catch(CError &e) {
MessageBox(GetConsoleWindowHandle(), e.GetMessageBoxString().c_str(), "Ch5p3_Looping", MB_ICONSTOP);
Exit(-1);
}
catch(...) {
MessageBox(GetConsoleWindowHandle(), "This sample program has encountered an error and must close.", "Ch5p3_Looping", MB_ICONSTOP);
Exit(-1);
}
Exit(0);
}
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