📄 directmusicsegment.cpp
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// DirectMusicSegment.cpp: implementation of the CDirectMusicSegment class.
//
//////////////////////////////////////////////////////////////////////
#include "DirectMusicSegment.h"
#include "SoundInstance.h"
#include "AudioManager.h"
namespace AudioEngine {
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CDirectMusicSegment::CDirectMusicSegment(CAudioManager *mgr) : CSound(mgr)
{
m_Segment = NULL;
m_OriginalData = NULL;
}
CDirectMusicSegment::~CDirectMusicSegment()
{
if (NULL != m_Segment && m_Manager->GetPerformance()) {
m_Segment->Unload(m_Manager->GetPerformance());
}
SAFE_RELEASE(m_Segment);
SAFE_DELETE(m_OriginalData);
}
/****************************************************************************
*
* CDirectMusicSegment::IsPlaying: returns true if the sound is playing,
* false otherwise.
*
****************************************************************************/
bool CDirectMusicSegment::IsPlaying()
{
if (NULL == m_Segment) return(false);
if (NULL == m_Manager) return(false);
return(m_Manager->GetPerformance()->IsPlaying(m_Segment, NULL) == S_OK);
}
/****************************************************************************
*
* CDirectMusicSegment::Play: Plays a sound. Returns true if the sound
* plays.
*
****************************************************************************/
bool CDirectMusicSegment::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, "CDirectMusicSegment::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, "CDirectMusicSegment::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);
}
/****************************************************************************
*
* CDirectMusicSegment::Stops: Stops a sound. Returns true if the sound
* stops playing.
*
****************************************************************************/
bool CDirectMusicSegment::Stop(MUSIC_TIME time, DWORD flags)
{
return(SUCCEEDED(m_Manager->GetPerformance()->Stop(m_Segment, NULL, time, flags)));
}
} // namespace
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