⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 dsutil.cpp

📁 网络游戏魔域源代码 测试可以完整变异
💻 CPP
📖 第 1 页 / 共 3 页
字号:
//-----------------------------------------------------------------------------
// File: DSUtil.cpp
//
// Desc: DirectSound framework classes for reading and writing wav files and
//       playing them in DirectSound buffers. Feel free to use this class 
//       as a starting point for adding extra functionality.
//
// Copyright (c) 1999-2000 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <mmsystem.h>
#include <dxerr8.h>
#include <dsound.h>
#include "DSUtil.h"
#include "ndsound.h" 

//-----------------------------------------------------------------------------
// Name: CSoundManager::CSoundManager()
// Desc: Constructs the class
//-----------------------------------------------------------------------------
CSoundManager::CSoundManager()
{
    m_pDS = NULL;
}

//-----------------------------------------------------------------------------
// Name: CSoundManager::~CSoundManager()
// Desc: Destroys the class
//-----------------------------------------------------------------------------
CSoundManager::~CSoundManager()
{
    SAFE_RELEASE( m_pDS ); 
}

//-----------------------------------------------------------------------------
// Name: CSoundManager::Initialize()
// Desc: Initializes the IDirectSound object and also sets the primary buffer
//       format.  This function must be called before any others.
//-----------------------------------------------------------------------------
HRESULT CSoundManager::Initialize( HWND  hWnd, 
                                   DWORD dwCoopLevel, 
                                   DWORD dwPrimaryChannels, 
                                   DWORD dwPrimaryFreq, 
                                   DWORD dwPrimaryBitRate )
{
    HRESULT             hr;
    LPDIRECTSOUNDBUFFER pDSBPrimary = NULL;

    SAFE_RELEASE( m_pDS );	  

    // Create IDirectSound using the primary sound device
    if( FAILED( hr = DirectSoundCreate8( NULL, &m_pDS, NULL ) ) )
        return -1;//DXTRACE_ERR( TEXT("DirectSoundCreate8"), hr );

    // Set DirectSound coop level 
    if( FAILED( hr = m_pDS->SetCooperativeLevel( hWnd, dwCoopLevel ) ) )
	{
		m_pDS->Release();
        m_pDS = NULL;
        return -2;//DXTRACE_ERR( TEXT("SetCooperativeLevel"), hr );
	}
    
    // Set primary buffer format
	 SetPrimaryBufferFormat( dwPrimaryChannels, dwPrimaryFreq, dwPrimaryBitRate );
	 return 0;

    
}




//-----------------------------------------------------------------------------
// Name: CSoundManager::SetPrimaryBufferFormat()
// Desc: Set primary buffer to a specified format 
//       For example, to set the primary buffer format to 22kHz stereo, 16-bit
//       then:   dwPrimaryChannels = 2
//               dwPrimaryFreq     = 22050, 
//               dwPrimaryBitRate  = 16
//-----------------------------------------------------------------------------
int CSoundManager::SetPrimaryBufferFormat( DWORD dwPrimaryChannels, 
                                               DWORD dwPrimaryFreq, 
                                               DWORD dwPrimaryBitRate )
{
    HRESULT             hr;
    LPDIRECTSOUNDBUFFER pDSBPrimary = NULL;

    if( m_pDS == NULL )
        return -3;

    // Get the primary buffer 
    DSBUFFERDESC dsbd;
    ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) );
    dsbd.dwSize        = sizeof(DSBUFFERDESC);
    dsbd.dwFlags       = DSBCAPS_PRIMARYBUFFER;
    dsbd.dwBufferBytes = 0;
    dsbd.lpwfxFormat   = NULL;
       
    if( FAILED( hr = m_pDS->CreateSoundBuffer( &dsbd, &pDSBPrimary, NULL ) ) )
        return -3;//DXTRACE_ERR( TEXT("CreateSoundBuffer"), hr );

    WAVEFORMATEX wfx;
    ZeroMemory( &wfx, sizeof(WAVEFORMATEX) ); 
    wfx.wFormatTag      = WAVE_FORMAT_PCM; 
    wfx.nChannels       = (WORD) dwPrimaryChannels; 
    wfx.nSamplesPerSec  = dwPrimaryFreq; 
    wfx.wBitsPerSample  = (WORD) dwPrimaryBitRate; 
    wfx.nBlockAlign     = wfx.wBitsPerSample / 8 * wfx.nChannels;
    wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;

    if( FAILED( hr = pDSBPrimary->SetFormat(&wfx) ) )
	{	
			SAFE_RELEASE( pDSBPrimary );
			return -3;//DXTRACE_ERR( TEXT("SetFormat"), hr );
		
	}

    SAFE_RELEASE( pDSBPrimary );

    return 0;
}




//-----------------------------------------------------------------------------
// Name: CSoundManager::Get3DListenerInterface()
// Desc: Returns the 3D listener interface associated with primary buffer.
//-----------------------------------------------------------------------------
HRESULT CSoundManager::Get3DListenerInterface( LPDIRECTSOUND3DLISTENER* ppDSListener )
{
    HRESULT             hr;
    DSBUFFERDESC        dsbdesc;
    LPDIRECTSOUNDBUFFER pDSBPrimary = NULL;

    if( ppDSListener == NULL )
        return E_INVALIDARG;
    if( m_pDS == NULL )
        return CO_E_NOTINITIALIZED;

    *ppDSListener = NULL;

    // Obtain primary buffer, asking it for 3D control
    ZeroMemory( &dsbdesc, sizeof(DSBUFFERDESC) );
    dsbdesc.dwSize = sizeof(DSBUFFERDESC);
    dsbdesc.dwFlags = DSBCAPS_CTRL3D | DSBCAPS_PRIMARYBUFFER;
    if( FAILED( hr = m_pDS->CreateSoundBuffer( &dsbdesc, &pDSBPrimary, NULL ) ) )
        return -1;//DXTRACE_ERR( TEXT("CreateSoundBuffer"), hr );

    if( FAILED( hr = pDSBPrimary->QueryInterface( IID_IDirectSound3DListener, 
                                                  (VOID**)ppDSListener ) ) )
    {
        SAFE_RELEASE( pDSBPrimary );
        return -1;//DXTRACE_ERR( TEXT("QueryInterface"), hr );
    }

    // Release the primary buffer, since it is not need anymore
    SAFE_RELEASE( pDSBPrimary );

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: CSoundManager::Create()
// Desc: 
//-----------------------------------------------------------------------------
HRESULT CSoundManager::Create( CSound** ppSound, 
                               LPTSTR strWaveFileName, 
                               DWORD dwCreationFlags, 
                               GUID guid3DAlgorithm,
                               DWORD dwNumBuffers )
{
    HRESULT hr;
    HRESULT hrRet = S_OK;    
    LPDIRECTSOUNDBUFFER *apDSBuffer     = NULL;
    DWORD                dwDSBufferSize = NULL;
    CWaveFile*           pWaveFile      = NULL;

    if( m_pDS == NULL )
        return CO_E_NOTINITIALIZED;
    if( strWaveFileName == NULL || ppSound == NULL || dwNumBuffers < 1 )
        return E_INVALIDARG; 

    pWaveFile = new CWaveFile();
    if( pWaveFile == NULL )
    {
        hr = E_OUTOFMEMORY;
        goto LFail;
    }
	apDSBuffer= new LPDIRECTSOUNDBUFFER;

    pWaveFile->Open( strWaveFileName, NULL, WAVEFILE_READ );

    if( pWaveFile->GetSize() == 0 )
    {
        // Wave is blank, so don't create it.
        hr = E_FAIL;
        goto LFail;
    }

    // Make the DirectSound buffer the same size as the wav file
    dwDSBufferSize = pWaveFile->GetSize();

    // Create the direct sound buffer, and only request the flags needed
    // since each requires some overhead and limits if the buffer can 
    // be hardware accelerated
    DSBUFFERDESC dsbd;
    ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) );
    dsbd.dwSize          = sizeof(DSBUFFERDESC);
    dsbd.dwFlags         = dwCreationFlags;
    dsbd.dwBufferBytes   = dwDSBufferSize;
    dsbd.guid3DAlgorithm = guid3DAlgorithm;
    dsbd.lpwfxFormat     = pWaveFile->m_pwfx;

    // DirectSound is only guarenteed to play PCM data.  Other
    // formats may or may not work depending the sound card driver.
    hr = m_pDS->CreateSoundBuffer( &dsbd, apDSBuffer, NULL );

    // Be sure to return this error code if it occurs so the
    // callers knows this happened.
    if( hr == DS_NO_VIRTUALIZATION )
        hrRet = DS_NO_VIRTUALIZATION;
            
    if( FAILED(hr) )
    {    
        goto LFail;
    }

    // Create the sound
    *ppSound = new CSound( *apDSBuffer, dwDSBufferSize, 1, pWaveFile );
    
    SAFE_DELETE( apDSBuffer );
    return hrRet;

LFail:
    // Cleanup
    SAFE_DELETE( pWaveFile );
    SAFE_DELETE( apDSBuffer );
    return hr;
}









//-----------------------------------------------------------------------------
// Name: CSoundManager::CreateFromMemory()
// Desc: 
//-----------------------------------------------------------------------------
HRESULT CSoundManager::CreateFromMemory( CSound** ppSound, 
                                        BYTE* pbData,
                                        ULONG  ulDataSize,
                                        LPWAVEFORMATEX pwfx,
                                        DWORD dwCreationFlags, 
                                        GUID guid3DAlgorithm,
                                        DWORD dwNumBuffers )
{
    HRESULT hr;   
    LPDIRECTSOUNDBUFFER apDSBuffer     = NULL;
    DWORD                dwDSBufferSize = NULL;
    CWaveFile*           pWaveFile      = NULL;

    if( m_pDS == NULL )
        return CO_E_NOTINITIALIZED;
    if( pbData == NULL || ppSound == NULL || dwNumBuffers < 1 )
        return E_INVALIDARG;

 

    pWaveFile = new CWaveFile();
    if( pWaveFile == NULL )
    {
        hr = E_OUTOFMEMORY;
        goto LFail;
    }

    pWaveFile->OpenFromMemory( pbData,ulDataSize, pwfx, WAVEFILE_READ );


    // Make the DirectSound buffer the same size as the wav file
    dwDSBufferSize = ulDataSize;

    // Create the direct sound buffer, and only request the flags needed
    // since each requires some overhead and limits if the buffer can 
    // be hardware accelerated
    DSBUFFERDESC dsbd;
    ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) );
    dsbd.dwSize          = sizeof(DSBUFFERDESC);
    dsbd.dwFlags         = dwCreationFlags;
    dsbd.dwBufferBytes   = dwDSBufferSize;
    dsbd.guid3DAlgorithm = guid3DAlgorithm;
    dsbd.lpwfxFormat     = pwfx;

    if( FAILED( hr = m_pDS->CreateSoundBuffer( &dsbd, &apDSBuffer, NULL ) ) )
    {         
        goto LFail;
    } 

    // Create the sound
    *ppSound = new CSound( apDSBuffer, dwDSBufferSize, 1, pWaveFile );
    SAFE_RELEASE( apDSBuffer );
    return S_OK;

LFail:
    // Cleanup
   
    SAFE_RELEASE( apDSBuffer );
    return hr;
}





//-----------------------------------------------------------------------------
// Name: CSound::CSound()
// Desc: Constructs the class
//-----------------------------------------------------------------------------
CSound::CSound( LPDIRECTSOUNDBUFFER apDSBuffer, DWORD dwDSBufferSize, 
			   DWORD dwNumBuffers, CWaveFile* pWaveFile ):m_n3DSoundActived(0)
{
  
    m_apDSBuffer = apDSBuffer;
    m_dwDSBufferSize = dwDSBufferSize;
    m_dwNumBuffers   = 1;
    m_pWaveFile      = pWaveFile;

    FillBufferWithSound( m_apDSBuffer, FALSE );
    m_apDSBuffer->SetCurrentPosition(0);
}

void CSound::SetVolume(int nVolume)
{
	if ( nVolume<0 || nVolume>100 )
		return;
 	int VolSet = (100 - nVolume *  m_nSelfVolume/100) * VOL_MIN/100; 
	if(VolSet> 0)
		VolSet = 0;
	if(VolSet < VOL_MIN)
		VolSet = VOL_MIN;
	m_apDSBuffer->SetVolume( VolSet );
	m_nVolume = nVolume;

}
void CSound::SetPan(int nPan)
{
	if ( nPan<-100 || nPan>100 )
		return;  
	int PanSet = nPan * PAN_MAX / 100;
	m_apDSBuffer->SetPan( PanSet );
	m_nPan = nPan;
}



//-----------------------------------------------------------------------------
// Name: CSound::~CSound()
// Desc: Destroys the class
//-----------------------------------------------------------------------------
CSound::~CSound()
{ 
    SAFE_RELEASE( m_apDSBuffer );    
    SAFE_DELETE( m_pWaveFile );
}




//-----------------------------------------------------------------------------
// Name: CSound::FillBufferWithSound()
// Desc: Fills a DirectSound buffer with a sound file 
//-----------------------------------------------------------------------------
HRESULT CSound::FillBufferWithSound( LPDIRECTSOUNDBUFFER pDSB, BOOL bRepeatWavIfBufferLarger )
{
    HRESULT hr; 
    VOID*   pDSLockedBuffer      = NULL; // Pointer to locked buffer memory
    DWORD   dwDSLockedBufferSize = 0;    // Size of the locked DirectSound buffer
    DWORD   dwWavDataRead        = 0;    // Amount of data read from the wav file 

    if( pDSB == NULL )
        return CO_E_NOTINITIALIZED;

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -