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📄 3dsound.cpp

📁 自己用MFC做的一个小的游戏程序MFC当文档框架
💻 CPP
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// 3dSound.cpp: implementation of the C3dSound class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "3dSound.h"

#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

C3dSound::C3dSound()
{
	m_bIsOk=FALSE;
	m_bIsPlay=FALSE;

	m_pDS = NULL;
		
	m_pDSSoundBuffer = NULL;
	m_pDS3DSoundBuffer = NULL;
	
	
	m_pDSListener = NULL;
	m_pWaveSoundRead = NULL;
	
}

C3dSound::~C3dSound()
{
	if(m_pWaveSoundRead != NULL)
	{
		delete m_pWaveSoundRead;
		m_pWaveSoundRead = NULL;
	}
	
	
	if(m_pDS3DSoundBuffer != NULL)
	{
		m_pDS3DSoundBuffer->Release();
		m_pDS3DSoundBuffer = NULL;
	}
	
	if(m_pDSSoundBuffer != NULL)
	{
		m_pDSSoundBuffer->Release();
		m_pDSSoundBuffer = NULL;
	}
	
	if(m_pDS!=NULL)
	{
		m_pDS->Release();
		m_pDS=NULL;
	}
}

void C3dSound::Copy(const C3dSound &srcSound)
{
}

BOOL C3dSound::Initialize(char *strFileName)
{
	if (m_bIsPlay==TRUE)
	{
		return FALSE;
	}
	DSBUFFERDESC		DSBufferDesc;
	LPDIRECTSOUNDBUFFER	pDSBufferPrimary = NULL;
	WAVEFORMATEX		wfx;
	
	HRESULT hr;

	m_bIsOk=FALSE;
	
	if(FAILED(hr=DirectSoundCreate(NULL,&m_pDS,NULL)))
	{
		m_bIsOk=FALSE;
		return m_bIsOk;
	}
	
	if(FAILED(hr=m_pDS->SetCooperativeLevel((AfxGetMainWnd())->m_hWnd,DSSCL_PRIORITY)))
	{
		m_bIsOk=FALSE;
		return m_bIsOk;
	}
	
	memset(&DSBufferDesc,0,sizeof(DSBUFFERDESC));
	DSBufferDesc.dwSize=sizeof(DSBUFFERDESC);
	DSBufferDesc.dwFlags=DSBCAPS_CTRL3D|DSBCAPS_PRIMARYBUFFER;
	DSBufferDesc.dwBufferBytes=0;//must be 0 for primary buffer
	DSBufferDesc.lpwfxFormat=NULL;//must be NULL for primary buffer
	
	memset(&wfx,0,sizeof(WAVEFORMATEX));
	wfx.wFormatTag = WAVE_FORMAT_PCM;
	wfx.nChannels = 2;
	wfx.nSamplesPerSec = 44100;
	wfx.wBitsPerSample = 16;
	wfx.nBlockAlign = wfx.wBitsPerSample / 8 * wfx.nChannels;
	wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
	
	if(FAILED(m_pDS->CreateSoundBuffer(&DSBufferDesc,&pDSBufferPrimary,NULL)))
	{
		m_bIsOk=FALSE;
		return m_bIsOk;
	}
		
	if(FAILED(hr = pDSBufferPrimary->SetFormat(&wfx)))
	{
		pDSBufferPrimary->Release();
		pDSBufferPrimary = NULL;

		m_bIsOk=FALSE;
		return m_bIsOk;
	}
	//主缓冲区维持持续播放状态
	if(FAILED(hr = pDSBufferPrimary->Play(0,0,DSBPLAY_LOOPING)))
	{
		pDSBufferPrimary->Release();
		pDSBufferPrimary = NULL;

		m_bIsOk=FALSE;
		return m_bIsOk;
	}
	
	if(FAILED(m_pDS->SetSpeakerConfig(DSSPEAKER_QUAD)))
	{
		m_bIsOk=FALSE;
		return m_bIsOk;
	}
	if(FAILED(hr =pDSBufferPrimary->QueryInterface(IID_IDirectSound3DListener,(void**)&m_pDSListener)))
	{
		pDSBufferPrimary->Release();
		pDSBufferPrimary=NULL;
		
		m_bIsOk=FALSE;
		return m_bIsOk;
	}
	
	m_dsListenerParams.dwSize = sizeof(DS3DLISTENER);
    m_pDSListener->GetAllParameters( &m_dsListenerParams );
	
	pDSBufferPrimary->Release();//没有必要保留主缓冲区对象接口,主要用来生成Listener接口
	pDSBufferPrimary=NULL;

//////////////////////////////////////////////////////////////////////////

	if (!strFileName)
	{		
		m_bIsOk=FALSE;
		return m_bIsOk;
	}

	char szFullFileName[MAX_PATH];
	GetCurrentDirectory(MAX_PATH, szFullFileName);
	lstrcat(szFullFileName, "\\sound\\");
	lstrcat(szFullFileName, strFileName);

// 	char szFullFileName[MAX_PATH];
// 	lstrcpy(szFullFileName,strFileName);
	
	if(m_pWaveSoundRead!=NULL)
	{
		delete m_pWaveSoundRead;
		m_pWaveSoundRead = NULL;
	}
	m_pWaveSoundRead = new CWaveSoundRead();
	
	if(m_pDSSoundBuffer!=NULL)
	{
		m_pDSSoundBuffer->Release();
		m_pDSSoundBuffer=NULL;
	}
	
	// Load the wave file
	if( FAILED(m_pWaveSoundRead->Open(szFullFileName)))
	{
		m_bIsOk=FALSE;
		return m_bIsOk;
	}
	
	memset(&DSBufferDesc,0,sizeof(DSBUFFERDESC));
	DSBufferDesc.dwSize = sizeof(DSBUFFERDESC);
	DSBufferDesc.dwFlags = DSBCAPS_CTRL3D|DSBCAPS_STATIC|DSBCAPS_MUTE3DATMAXDISTANCE 
		| DSBCAPS_CTRLVOLUME| DSBCAPS_CTRLFREQUENCY
		| DSBCAPS_LOCSOFTWARE| DSBCAPS_STICKYFOCUS| DS3DMODE_NORMAL;
	DSBufferDesc.dwBufferBytes = m_pWaveSoundRead->m_ckIn.cksize;	
	DSBufferDesc.lpwfxFormat = m_pWaveSoundRead->m_pwfx;

	if(m_pWaveSoundRead->m_pwfx->wFormatTag!=1)
	{
		m_bIsOk=FALSE;
		return m_bIsOk;
	}
	
	if(FAILED(hr = m_pDS->CreateSoundBuffer(&DSBufferDesc,&m_pDSSoundBuffer,NULL)))
	{
		m_bIsOk=FALSE;
		return m_bIsOk;
	}
	
	if( FAILED(m_pDSSoundBuffer->QueryInterface( IID_IDirectSound3DBuffer, 
		(void**)&m_pDS3DSoundBuffer)))
	{
		m_pDSSoundBuffer->Release();
		m_pDSSoundBuffer=NULL;

		m_bIsOk=FALSE;
		return m_bIsOk;
	}
	
	m_dwSoundBufferBytes = DSBufferDesc.dwBufferBytes;
	
	m_dsSoundBufferParams.dwSize = sizeof(DS3DBUFFER);
	m_pDS3DSoundBuffer->GetAllParameters( &m_dsSoundBufferParams);	
	m_dsSoundBufferParams.dwMode = DS3DMODE_NORMAL;//DS3DMODE_HEADRELATIVE;
	m_dsSoundBufferParams.flMaxDistance = 20000000;// may be can be changed
	m_dsSoundBufferParams.flMinDistance = 200; // can be changed
	m_pDS3DSoundBuffer->SetAllParameters(&m_dsSoundBufferParams, DS3D_IMMEDIATE );
	
	BYTE*   pbWavData; // Pointer to actual wav data 
	UINT    cbWavSize; // Size of data
	VOID*   pbData  = NULL;
	DWORD   dwLength;

	
	// The size of wave data is in pWaveFileSound->m_ckIn
	int nWaveFileSize = m_pWaveSoundRead->m_ckIn.cksize;
	pbWavData = new BYTE[ nWaveFileSize ];
	if(pbWavData == NULL)
	{
		m_bIsOk=FALSE;
		return m_bIsOk;
	}
	
	if( FAILED(m_pWaveSoundRead->Read(nWaveFileSize, pbWavData, &cbWavSize)))           
	{
		m_bIsOk=FALSE;
		return m_bIsOk;
	}
	
	// Reset the file to the beginning 
	m_pWaveSoundRead->Reset();
	
	// Lock the buffer down
	if( FAILED(m_pDSSoundBuffer->Lock( 0, m_dwSoundBufferBytes, 
		&pbData, &dwLength, NULL, NULL, 0L)))//DSBLOCK_ENTIREBUFFER
	{
		m_bIsOk=FALSE;
		return m_bIsOk;
	}
	
	// Copy the memory to it.
	memcpy( pbData, pbWavData, m_dwSoundBufferBytes);
	
	// Unlock the buffer, we don't need it anymore.
	m_pDSSoundBuffer->Unlock( pbData, m_dwSoundBufferBytes, NULL, 0 );
	pbData = NULL;
	delete []pbWavData;
	pbWavData = NULL;

	if(FAILED(hr = m_pDSSoundBuffer->SetVolume((long)(DSBVOLUME_MIN + (DSBVOLUME_MAX - DSBVOLUME_MIN)))))
	{
		m_bIsOk=FALSE;
		return m_bIsOk;
	}
		
	m_bIsOk=TRUE;
	return m_bIsOk;
}

void C3dSound::PlaySound(BOOL bLoop)
{
	if (m_bIsOk==FALSE || m_bIsPlay==TRUE || m_pDSSoundBuffer==NULL)
	{
		return;
	}
	HRESULT hr;
	if(bLoop)
	{
		if(FAILED(hr = m_pDSSoundBuffer->Play(0,0,DSBPLAY_LOOPING)))
		{
			return;
		}
		m_bIsPlay=TRUE;
	}
	else
	{
		if(FAILED(hr = m_pDSSoundBuffer->Play(0,0,0)))
		{
			return;
		}
		m_bIsPlay=TRUE;
	}

}

void C3dSound::StopSound()
{
	if (m_bIsOk==FALSE || m_bIsPlay==FALSE || m_pDSSoundBuffer==NULL)
	{
		return;
	}

	if(FAILED(m_pDSSoundBuffer->Stop()))
	{
		return;
	}
	m_pDSSoundBuffer->SetCurrentPosition(0);
	m_bIsPlay=FALSE;
}

void C3dSound::SetSoundPos(float fSrcPos[])
{
	//////////////////////////////////////////////////////////////////////////
	if(m_bIsOk==FALSE || m_bIsPlay==TRUE || m_pDSSoundBuffer==NULL)
	{
		return;
	}
	D3DVECTOR vPosition;
// 	D3DVECTOR vVelocity;

	vPosition.x=fSrcPos[0];
	vPosition.y=fSrcPos[1];
	vPosition.z=fSrcPos[2];
	
// 	vVelocity.x=Speed[0];
// 	vVelocity.y=Speed[1];
// 	vVelocity.z=Speed[2];
	
	memcpy( &(m_dsSoundBufferParams.vPosition), &vPosition, sizeof(D3DVECTOR) );
// 	memcpy( &(m_dsSoundBufferParams.vVelocity), &vVelocity, sizeof(D3DVECTOR) );
	

	m_pDS3DSoundBuffer->SetPosition(vPosition.x, vPosition.y, vPosition.z, DS3D_IMMEDIATE);
// 	m_pDS3DSoundBuffer->SetVelocity(vVelocity.x, vVelocity.y, vVelocity.z, DS3D_IMMEDIATE);
}

void C3dSound::SetListenerPos(float fListenerPos[])
{
	if (m_bIsOk==FALSE || m_bIsPlay==TRUE || m_pDSSoundBuffer==NULL)
	{
		return;
	}
	m_dsListenerParams.vPosition.x = fListenerPos[0];
	m_dsListenerParams.vPosition.y = fListenerPos[1];
	m_dsListenerParams.vPosition.z = fListenerPos[2];
	
	m_dsListenerParams.vOrientFront.x = 0;
	m_dsListenerParams.vOrientFront.y = -1.0;
	m_dsListenerParams.vOrientFront.z = 0;
	
	m_dsListenerParams.vOrientTop.x = 0;
	m_dsListenerParams.vOrientTop.y = 0;
	m_dsListenerParams.vOrientTop.z = 1.0;
	
	m_dsListenerParams.flRolloffFactor = DS3D_DEFAULTROLLOFFFACTOR*2;
	
	if(FAILED(m_pDSListener->SetAllParameters(&m_dsListenerParams,DS3D_IMMEDIATE)))
	{
		return;
	}
}

void C3dSound::SetSoundTune(float fTune)
{
	if (m_bIsOk==FALSE || m_bIsPlay==TRUE || m_pDSSoundBuffer==NULL)
	{
		return;
	}
	HRESULT hr;
	if(FAILED(hr = m_pDSSoundBuffer->SetVolume((long)(DSBVOLUME_MIN + (DSBVOLUME_MAX - DSBVOLUME_MIN)*fTune))))
	{
		return;
	}
}

void C3dSound::Release()
{
	if(m_pWaveSoundRead != NULL)
	{
		delete m_pWaveSoundRead;
		m_pWaveSoundRead = NULL;
	}
	

	if(m_pDS3DSoundBuffer != NULL)
	{
		m_pDS3DSoundBuffer->Release();
		m_pDS3DSoundBuffer = NULL;
	}
	
	if(m_pDSSoundBuffer != NULL)
	{
		m_pDSSoundBuffer->Release();
		m_pDSSoundBuffer = NULL;
	}
	
	if(m_pDS!=NULL)
	{
		m_pDS->Release();
		m_pDS=NULL;
	}
	m_bIsOk=FALSE;
}

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