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sound.java

package kyodai; import java.io.*; import javax.sound.sampled.*; import java.net.*; /** * 控制音乐特效 */ public class Sound implements Runnable { String currentName; Object currentSound;

sound.c

#ifdef RAINE_DOS #include #include #include #endif /* audio related stuff */ //HAC hVoice[MIXER_MAX_CHANNELS]; //LPAUDIOWAVE lpWave[MIXER_MAX_CHANNELS]; static int num_used

sound.java

package kyodai; import java.io.*; import javax.sound.sampled.*; import java.net.*; /** * 控制音乐特效 */ public class Sound implements Runnable { String currentName; Object currentSound;

sound.cpp

/************************************************** Sound.cpp Chapter 8 Sound Loading and Initializing Functions Programming Role-Playing Games with DirectX by Jim Adams (01 Jan 2002) Require

sound.cpp

#define WIN32_LEAN_AND_MEAN #include #include #include #include #include "snd_audio_source.h" #include "AudioWaveOutput.h" #include "ifaceposersound.

sound.h

#ifndef SOUND_H #define SOUND_H #pragma once class CAudioMixer; class CAudioInput { public: // factory to create a suitable audio input for this system static CAudioInput *Create( void )

sound.cpp

//========= Copyright

sound.h

#ifndef SOUND_H #define SOUND_H #pragma once class CAudioMixer; class CAudioInput { public: // factory to create a suitable audio input for this system static CAudioInput *Create( void )

sound.h

//========= Copyright