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📄 sound.cpp

📁 游戏音频程序设计-Beginning.Game.Audio.Programming
💻 CPP
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// AudioEngineSound.cpp: implementation of the CSound class.
//
//////////////////////////////////////////////////////////////////////

#include "Sound.h"
#include "AudioManager.h"

#include <sstream>

using namespace std;

namespace AudioEngine {

CSoundPtr::CSoundPtr(CSound* p) : CRefCountPtr<CSound>(p) 
{ 
  stringstream str;
  if (p) {
    str << "CSoundPtr::CSoundPtr: constructed for pointer " << p << 
      " (count = " << itsCounter->count << ")..." << endl;
    OutputDebugString(str.str().c_str());
  }
  
}

void CSoundPtr::Release()
{
  stringstream str;
  if (itsCounter) {
    str << "CSoundPtr::Release(): pointer " << itsCounter->ptr << 
      " (count = " << itsCounter->count << ")..." << endl;
    OutputDebugString(str.str().c_str());
  }
}


CSound::CSound(CAudioManager *mgr)
{
  m_Manager = mgr;
  m_Segment = NULL;
  m_OriginalData = NULL;
}

CSound::~CSound()
{
  if (NULL != m_Segment && m_Manager->GetPerformance()) {
    m_Segment->Unload(m_Manager->GetPerformance());
  }

  SAFE_RELEASE(m_Segment);
  SAFE_DELETE(m_OriginalData);
}

/****************************************************************************
 *
 * CSound::IsPlaying: returns true if the sound is playing, false otherwise.
 *
 ****************************************************************************/
bool CSound::IsPlaying()
{
  if (NULL == m_Segment) return(false);
  if (NULL == m_Manager) return(false);

  return(m_Manager->GetPerformance()->IsPlaying(m_Segment, NULL) == S_OK);
}

/****************************************************************************
 *
 * CSound::IsPlaying: Plays a sound.  Returns true if the sound plays.
 *
 ****************************************************************************/
bool CSound::Play(CSoundInstance *newinst)
{
  HRESULT hr;
  if (NULL == m_Segment || NULL == m_Manager) { 
    if (newinst) newinst->UnInit(); 
    return(false); 
  }

  static CSoundInstance dummy;
  if (NULL == newinst) newinst = &dummy;
  
  IDirectMusicPerformance8 *perf = m_Manager->GetPerformance();

  IDirectMusicAudioPath8 * pPath =  NULL;
  IUnknown *pConfig;
 
  if (SUCCEEDED(m_Segment->GetAudioPathConfig(&pConfig)))
  {
    // this has an embedded audio path configuration
    hr = perf->CreateAudioPath(pConfig, TRUE, &pPath);
    pConfig->Release();
    ThrowIfFailed(hr, "CSound::Play: Couldn't create audiopath using embedded config.");
  } 
  else {
    // no config... make our own!
    hr = perf->CreateStandardAudioPath(DMUS_APATH_DYNAMIC_STEREO, CAudioManager::NUMCHANNELS, TRUE, &pPath);
    ThrowIfFailed(hr, "CSound::Play: Couldn't create standard audiopath.");
  }
    
  m_Segment->Download(perf);
  
  // initialize the sound instance (set volume, etc.)
  // this will also set it playing.
  newinst->Init(this, pPath);
  return(true);
}

bool CSound::Stop(MUSIC_TIME time, DWORD flags)
{
  return(SUCCEEDED(m_Manager->GetPerformance()->Stop(m_Segment, NULL, time, flags)));
}




}; // namespace

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