📄 winmain.cpp
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/**************************************************
WinMain.cpp
Chapter 8 Wave Playing Demo
Programming Role-Playing Games with DirectX
by Jim Adams (01 Jan 2002)
Required libraries:
DSOUND.LIB and DXGUID.LIB
**************************************************/
#include <windows.h>
#include <stdio.h>
#include <dsound.h>
#include "resource.h"
// .WAV file header
typedef struct sWaveHeader {
char RiffSig[4]; // 'RIFF'
long WaveformChunkSize; // 8
char WaveSig[4]; // 'WAVE'
char FormatSig[4]; // 'fmt ' (notice space after)
long FormatChunkSize; // 16
short FormatTag; // WAVE_FORMAT_PCM
short Channels; // # of channels
long SampleRate; // sampling rate
long BytesPerSec; // bytes per second
short BlockAlign; // sample block alignment
short BitsPerSample; // bits per second
char DataSig[4]; // 'data'
long DataSize; // size of waveform data
} sWaveHeader;
// Application variables ////////////////////////
HWND g_hWnd; // Window handle
char g_szClass[] = "WavPlayDemo"; // Class name
IDirectSound8 *g_pDS; // DirectSound component
IDirectSoundBuffer8 *g_pDSBuffer; // Sound Buffer object
// Application prototypes ///////////////////////
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow);
long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
IDirectSoundBuffer8 *CreateBufferFromWAV(FILE *fp, sWaveHeader *Hdr);
BOOL LoadSoundData(IDirectSoundBuffer8 *pDSBuffer, long LockPos, FILE *fp, long Size);
IDirectSoundBuffer8 *LoadWAV(char *Filename);
// Application //////////////////////////////////
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow)
{
WNDCLASS wc;
MSG Msg;
// Register window class
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = DLGWINDOWEXTRA;
wc.hInstance = hInst;
wc.hIcon = LoadIcon(hInst, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_BTNFACE + 1);
wc.lpszMenuName = NULL;
wc.lpszClassName = g_szClass;
RegisterClass(&wc);
// Create the dialog box window and show it
g_hWnd = CreateDialog(hInst, MAKEINTRESOURCE(IDD_WavPlay), 0, NULL);
UpdateWindow(g_hWnd);
ShowWindow(g_hWnd, nCmdShow);
// Initialize and configure DirectSound
if(FAILED(DirectSoundCreate8(NULL, &g_pDS, NULL))) {
MessageBox(NULL, "Unable to create DirectSound object", "Error", MB_OK);
return 0;
}
g_pDS->SetCooperativeLevel(g_hWnd, DSSCL_NORMAL);
// Load a sound to play
g_pDSBuffer = LoadWAV("test.wav");
if(g_pDSBuffer != NULL) {
// Play sound looping
g_pDSBuffer->SetCurrentPosition(0);
g_pDSBuffer->SetVolume(DSBVOLUME_MAX);
g_pDSBuffer->Play(0,0,DSBPLAY_LOOPING);
}
// Message loop
while(GetMessage(&Msg, NULL, 0, 0)) {
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
// Release DirectSound objects
g_pDS->Release();
// Clean up
UnregisterClass(g_szClass, hInst);
return 0;
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch(uMsg) {
case WM_DESTROY:
PostQuitMessage(0);
break;
default: return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
return 0;
}
IDirectSoundBuffer8 *CreateBufferFromWAV(FILE *fp, sWaveHeader *Hdr)
{
IDirectSoundBuffer *pDSB;
IDirectSoundBuffer8 *pDSBuffer;
DSBUFFERDESC dsbd;
WAVEFORMATEX wfex;
// read in the header from beginning of file
fseek(fp, 0, SEEK_SET);
fread(Hdr, 1, sizeof(sWaveHeader), fp);
// check the sig fields, returning if an error
if(memcmp(Hdr->RiffSig, "RIFF", 4) || \
memcmp(Hdr->WaveSig, "WAVE", 4) || \
memcmp(Hdr->FormatSig, "fmt ", 4) || \
memcmp(Hdr->DataSig, "data",4))
return NULL;
// setup the playback format
ZeroMemory(&wfex, sizeof(WAVEFORMATEX));
wfex.wFormatTag = WAVE_FORMAT_PCM;
wfex.nChannels = Hdr->Channels;
wfex.nSamplesPerSec = Hdr->SampleRate;
wfex.wBitsPerSample = Hdr->BitsPerSample;
wfex.nBlockAlign = wfex.wBitsPerSample / 8 * wfex.nChannels;
wfex.nAvgBytesPerSec = wfex.nSamplesPerSec * wfex.nBlockAlign;
// create the sound buffer using the header data
ZeroMemory(&dsbd, sizeof(DSBUFFERDESC));
dsbd.dwSize = sizeof(DSBUFFERDESC);
dsbd.dwFlags = DSBCAPS_CTRLVOLUME;
dsbd.dwBufferBytes = Hdr->DataSize;
dsbd.lpwfxFormat = &wfex;
if(FAILED(g_pDS->CreateSoundBuffer(&dsbd, &pDSB, NULL)))
return NULL;
// get newer interface
if(FAILED(pDSB->QueryInterface(IID_IDirectSoundBuffer8, \
(void**)&pDSBuffer))) {
pDSB->Release();
return NULL;
}
// return the interface
return pDSBuffer;
}
BOOL LoadSoundData(IDirectSoundBuffer8 *pDSBuffer, \
long LockPos, FILE *fp, long Size)
{
BYTE *Ptr1, *Ptr2;
DWORD Size1, Size2;
if(!Size)
return FALSE;
// lock the sound buffer at position specified
if(FAILED(pDSBuffer->Lock(LockPos, Size, \
(void**)&Ptr1, &Size1, \
(void**)&Ptr2, &Size2, 0)))
return FALSE;
// read in the data
fread(Ptr1, 1, Size1, fp);
if(Ptr2 != NULL)
fread(Ptr2, 1, Size2, fp);
// unlock it
pDSBuffer->Unlock(Ptr1, Size1, Ptr2, Size2);
// return a success
return TRUE;
}
IDirectSoundBuffer8 *LoadWAV(char *Filename)
{
IDirectSoundBuffer8 *pDSBuffer;
sWaveHeader Hdr;
FILE *fp;
// open the source file
if((fp=fopen(Filename, "rb"))==NULL)
return NULL;
// create the sound buffer
if((pDSBuffer = CreateBufferFromWAV(fp, &Hdr)) == NULL) {
fclose(fp);
return NULL;
}
// read in the data
fseek(fp, sizeof(sWaveHeader), SEEK_SET);
LoadSoundData(pDSBuffer, 0, fp, Hdr.DataSize);
// close the source file
fclose(fp);
// return the new sound buffer fully loaded with sound
return pDSBuffer;
}
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