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📄 dsutil.cpp

📁 网络游戏魔域源代码 测试可以完整变异
💻 CPP
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    // Make sure we have focus, and we didn't just switch in from
    // an app which had a DirectSound device
    if( FAILED( hr = RestoreBuffer( pDSB, NULL ) ) ) 
        return -1;

    // Lock the buffer down
    if( FAILED( hr = pDSB->Lock( 0, m_dwDSBufferSize, 
                                 &pDSLockedBuffer, &dwDSLockedBufferSize, 
                                 NULL, NULL, 0L ) ) )
        return -1;

    // Reset the wave file to the beginning 
    m_pWaveFile->ResetFile();

    if( FAILED( hr = m_pWaveFile->Read( (BYTE*) pDSLockedBuffer,
                                        dwDSLockedBufferSize, 
                                        &dwWavDataRead ) ) )           
        return -1;

    if( dwWavDataRead == 0 )
    {
        // Wav is blank, so just fill with silence
        FillMemory( (BYTE*) pDSLockedBuffer, 
                    dwDSLockedBufferSize, 
                    (BYTE)(m_pWaveFile->m_pwfx->wBitsPerSample == 8 ? 128 : 0 ) );
    }
    else if( dwWavDataRead < dwDSLockedBufferSize )
    {
        // If the wav file was smaller than the DirectSound buffer, 
        // we need to fill the remainder of the buffer with data 
        if( bRepeatWavIfBufferLarger )
        {       
            // Reset the file and fill the buffer with wav data
            DWORD dwReadSoFar = dwWavDataRead;    // From previous call above.
            while( dwReadSoFar < dwDSLockedBufferSize )
            {  
                // This will keep reading in until the buffer is full 
                // for very short files
                if( FAILED( hr = m_pWaveFile->ResetFile() ) )
                    return -1;

                hr = m_pWaveFile->Read( (BYTE*)pDSLockedBuffer + dwReadSoFar,
                                        dwDSLockedBufferSize - dwReadSoFar,
                                        &dwWavDataRead );
                if( FAILED(hr) )
                    return -1;

                dwReadSoFar += dwWavDataRead;
            } 
        }
        else
        {
            // Don't repeat the wav file, just fill in silence 
            FillMemory( (BYTE*) pDSLockedBuffer + dwWavDataRead, 
                        dwDSLockedBufferSize - dwWavDataRead, 
                        (BYTE)(m_pWaveFile->m_pwfx->wBitsPerSample == 8 ? 128 : 0 ) );
        }
    }

    // Unlock the buffer, we don't need it anymore.
    pDSB->Unlock( pDSLockedBuffer, dwDSLockedBufferSize, NULL, 0 );

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: CSound::RestoreBuffer()
// Desc: Restores the lost buffer. *pbWasRestored returns TRUE if the buffer was 
//       restored.  It can also NULL if the information is not needed.
//-----------------------------------------------------------------------------
HRESULT CSound::RestoreBuffer( LPDIRECTSOUNDBUFFER pDSB, BOOL* pbWasRestored )
{
    HRESULT hr;

    if( pDSB == NULL )
        return CO_E_NOTINITIALIZED;
    if( pbWasRestored )
        *pbWasRestored = FALSE;

    DWORD dwStatus=0;
    if( FAILED( hr = pDSB->GetStatus( &dwStatus ) ) )
        return -1;

    if( dwStatus & DSBSTATUS_BUFFERLOST )
    {
        // Since the app could have just been activated, then
        // DirectSound may not be giving us control yet, so 
        // the restoring the buffer may fail.  
        // If it does, sleep until DirectSound gives us control.
        do 
        {
            hr = pDSB->Restore();
            if( hr == DSERR_BUFFERLOST )
                Sleep( 10 );
        }
        while( hr = pDSB->Restore() );

        if( pbWasRestored != NULL )
            *pbWasRestored = TRUE;

        return S_OK;
    }
    else
    {
        return S_FALSE;
    }

}




//-----------------------------------------------------------------------------
// Name: CSound::Play()
// Desc: Plays the sound using voice management flags.  Pass in DSBPLAY_LOOPING
//       in the dwFlags to loop the sound
//-----------------------------------------------------------------------------

BOOL CSound::RePlay(int nLoop,int nRange,int nX,int nY)					
{
	m_nWorldX = nX;m_nWorldY = nY;m_nRange = nRange;m_nLoop = nLoop;
	Continue();
	return 1;
}
HRESULT CSound::Play( DWORD dwPriority, DWORD dwFlags )
{
    HRESULT hr;
    BOOL    bRestored;

    if( m_apDSBuffer == NULL )
        return CO_E_NOTINITIALIZED;

    LPDIRECTSOUNDBUFFER pDSB = m_apDSBuffer;

    if( pDSB == NULL )
        return -1;

    // Restore the buffer if it was lost
    if( FAILED( hr = RestoreBuffer( pDSB, &bRestored ) ) )
        return -1;

    if( bRestored )
    {
        // The buffer was restored, so we need to fill it with new data
        if( FAILED( hr = FillBufferWithSound( pDSB, FALSE ) ) )
            return -1;
        m_apDSBuffer->SetCurrentPosition( 0 );
    }
	m_dwSleepTime = 0;
	m_n3DSoundActived = 1;
    return pDSB->Play( 0, dwPriority, dwFlags );

}




//-----------------------------------------------------------------------------
// Name: CSound::Stop()
// Desc: Stops the sound from playing
//-----------------------------------------------------------------------------
HRESULT CSound::Stop()
{
    if( m_apDSBuffer == NULL )
        return CO_E_NOTINITIALIZED;

    HRESULT hr = 0;  
    hr |= m_apDSBuffer->Stop();
	m_n3DSoundActived = 0;
	m_dwSleepTime = 1;
    return hr;
}

HRESULT CSound::Continue()
{
	HRESULT hr;
    BOOL    bRestored;
    if( m_apDSBuffer == NULL )
        return CO_E_NOTINITIALIZED;

    LPDIRECTSOUNDBUFFER pDSB = m_apDSBuffer;
    if( pDSB == NULL )
        return -1;

    // Restore the buffer if it was lost
    if( FAILED( hr = RestoreBuffer( pDSB, &bRestored ) ) )
        return -1;
    if( bRestored )
    {
        // The buffer was restored, so we need to fill it with new data
        if( FAILED( hr = FillBufferWithSound( pDSB, FALSE ) ) )
            return -1;     
    } 
	DWORD flag;
	if ( (m_dwControl & DSBPLAY_LOOPING ) == 0 )
		flag = 0;
	else
		flag = DSBPLAY_LOOPING;	

	m_apDSBuffer->SetCurrentPosition(0);
    hr |= m_apDSBuffer->Play(0,0,flag);		 
	SetVolume(m_nVolume);
	m_dwSleepTime = 0;
	m_n3DSoundActived = 1;
	return hr;

}




 

//-----------------------------------------------------------------------------
// Name: CSound::IsSoundPlaying()
// Desc: Checks to see if a buffer is playing and returns TRUE if it is.
//-----------------------------------------------------------------------------
BOOL CSound::IsSoundPlaying()
{
    BOOL bIsPlaying = FALSE;      

	if( m_apDSBuffer )
	{  
		DWORD dwStatus = 0;
		m_apDSBuffer->GetStatus( &dwStatus );
		bIsPlaying |= ( ( dwStatus & DSBSTATUS_PLAYING ) != 0 );
	}
	else
		return FALSE; 

    return bIsPlaying;
}



//-----------------------------------------------------------------------------
// Name: CWaveFile::CWaveFile()
// Desc: Constructs the class.  Call Open() to open a wave file for reading.  
//       Then call Read() as needed.  Calling the destructor or Close() 
//       will close the file.  
//-----------------------------------------------------------------------------
CWaveFile::CWaveFile()
{
    m_pwfx    = NULL;
    m_hmmio   = NULL;
    m_dwSize  = 0;
    m_bIsReadingFromMemory = FALSE;
}




//-----------------------------------------------------------------------------
// Name: CWaveFile::~CWaveFile()
// Desc: Destructs the class
//-----------------------------------------------------------------------------
CWaveFile::~CWaveFile()
{
    Close();

    if( !m_bIsReadingFromMemory )
        SAFE_DELETE_ARRAY( m_pwfx );
}




//-----------------------------------------------------------------------------
// Name: CWaveFile::Open()
// Desc: Opens a wave file for reading
//-----------------------------------------------------------------------------
HRESULT CWaveFile::Open( LPTSTR strFileName, WAVEFORMATEX* pwfx, DWORD dwFlags )
{
    HRESULT hr;

    m_dwFlags = dwFlags;
    m_bIsReadingFromMemory = FALSE;

    if( m_dwFlags == WAVEFILE_READ )
    {
        if( strFileName == NULL )
            return E_INVALIDARG;
        SAFE_DELETE_ARRAY( m_pwfx );

        m_hmmio = mmioOpen( strFileName, NULL, MMIO_ALLOCBUF | MMIO_READ );

        if( NULL == m_hmmio )
        {
            HRSRC   hResInfo;
            HGLOBAL hResData;
            DWORD   dwSize;
            VOID*   pvRes;

            // Loading it as a file failed, so try it as a resource
            if( NULL == ( hResInfo = FindResource( NULL, strFileName, TEXT("WAVE") ) ) )
            {
                if( NULL == ( hResInfo = FindResource( NULL, strFileName, TEXT("WAV") ) ) )
                    return -1;
            }

            if( NULL == ( hResData = LoadResource( NULL, hResInfo ) ) )
                return -1;

            if( 0 == ( dwSize = SizeofResource( NULL, hResInfo ) ) ) 
                return -1;

            if( NULL == ( pvRes = LockResource( hResData ) ) )
                return -1;

            CHAR* pData = new CHAR[ dwSize ];
            memcpy( pData, pvRes, dwSize );

            MMIOINFO mmioInfo;
            ZeroMemory( &mmioInfo, sizeof(mmioInfo) );
            mmioInfo.fccIOProc = FOURCC_MEM;
            mmioInfo.cchBuffer = dwSize;
            mmioInfo.pchBuffer = (CHAR*) pData;

            m_hmmio = mmioOpen( NULL, &mmioInfo, MMIO_ALLOCBUF | MMIO_READ );
        }

        if( FAILED( hr = ReadMMIO() ) )
        {
            // ReadMMIO will fail if its an not a wave file
            mmioClose( m_hmmio, 0 );
            return -1;
        }

        if( FAILED( hr = ResetFile() ) )
            return -1;

        // After the reset, the size of the wav file is m_ck.cksize so store it now
        m_dwSize = m_ck.cksize;
    }
    else
    {
        m_hmmio = mmioOpen( strFileName, NULL, MMIO_ALLOCBUF  | 
                                                  MMIO_READWRITE | 
                                                  MMIO_CREATE );
        if( NULL == m_hmmio )
            return -1;
        if( FAILED( hr = WriteMMIO( pwfx ) ) )
        {
            mmioClose( m_hmmio, 0 );
            return -1;
        }
                        
        if( FAILED( hr = ResetFile() ) )
            return -1;
    }

    return hr;
}




//-----------------------------------------------------------------------------
// Name: CWaveFile::OpenFromMemory()
// Desc: copy data to CWaveFile member variable from memory
//-----------------------------------------------------------------------------
HRESULT CWaveFile::OpenFromMemory( BYTE* pbData, ULONG ulDataSize, 
                                   WAVEFORMATEX* pwfx, DWORD dwFlags )
{
    m_pwfx       = pwfx;
    m_ulDataSize = ulDataSize;
    m_pbData     = pbData;
    m_pbDataCur  = m_pbData;
    m_bIsReadingFromMemory = TRUE;
    
    if( dwFlags != WAVEFILE_READ )
        return E_NOTIMPL;       
    
    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: CWaveFile::ReadMMIO()
// Desc: Support function for reading from a multimedia I/O stream.
//       m_hmmio must be valid before calling.  This function uses it to
//       update m_ckRiff, and m_pwfx. 
//-----------------------------------------------------------------------------

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