Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Name: OnPlaySound()
// Desc: User hit the "Play" button
//-----------------------------------------------------------------------------
HRESULT OnPlaySound( HWND hDlg ) 
{
    HRESULT hr;

    HWND hLoopButton = GetDlgItem( hDlg, IDC_LOOP_CHECK );
    BOOL bLooped = ( SendMessage( hLoopButton, BM_GETSTATE, 0, 0 ) == BST_CHECKED );

    if( g_bBufferPaused )
    {
        // Play the buffer since it is currently paused
        DWORD dwFlags = bLooped ? DSBPLAY_LOOPING : 0L;
        if( FAILED( hr = g_pSound->Play( 0, dwFlags ) ) )
            return DXTRACE_ERR( TEXT("Play"), hr );

        // Update the UI controls to show the sound as playing
        g_bBufferPaused = FALSE;
        EnablePlayUI( hDlg, FALSE );
    }
    else
    {
        if( g_pSound->IsSoundPlaying() )
        {
            // To pause, just stop the buffer, but don't reset the position
            if( g_pSound )
                g_pSound->Stop();

            g_bBufferPaused = TRUE;
            SetDlgItemText( hDlg, IDC_PLAY, "Play" );
        }
        else
        {
            // The buffer is not playing, so play it again
            DWORD dwFlags = bLooped ? DSBPLAY_LOOPING : 0L;
            if( FAILED( hr = g_pSound->Play( 0, dwFlags ) ) )
                return DXTRACE_ERR( TEXT("Play"), hr );

            // Update the UI controls to show the sound as playing
            g_bBufferPaused = FALSE;
            EnablePlayUI( hDlg, FALSE );
        }
    }

    return S_OK;
}
Ejemplo n.º 2
0
//-----------------------------------------------------------------------------
// Name: OnTimer()
// Desc: When we think the sound is playing this periodically checks to see if 
//       the sound has stopped.  If it has then updates the dialog.
//-----------------------------------------------------------------------------
VOID OnTimer( HWND hDlg ) 
{
    if( IsWindowEnabled( GetDlgItem( hDlg, IDC_STOP ) ) )
    {
        // We think the sound is playing, so see if it has stopped yet.
        if( !g_pSound->IsSoundPlaying() ) 
        {
            // Update the UI controls to show the sound as stopped
            EnablePlayUI( hDlg, TRUE );
        }
    }
}
Ejemplo n.º 3
0
//-----------------------------------------------------------------------------
// Name: ValidateWaveFile()
// Desc: Open the wave file with the helper 
//       class CWaveFile to make sure it is valid
//-----------------------------------------------------------------------------
VOID ValidateWaveFile( HWND hDlg, TCHAR* strFileName )
{
    HRESULT hr;

    CWaveFile waveFile;

    // Verify the file is small
    HANDLE hFile = CreateFile( strFileName, 0, FILE_SHARE_READ, NULL, OPEN_EXISTING, 0, NULL );
    if( hFile != NULL )
    {
        // If you try to open a 100MB wav file, you could run out of system memory with this
        // sample cause it puts all of it into a large buffer.  If you need to do this, then 
        // see the "StreamData" sample to stream the data from the file into a sound buffer.
        DWORD dwFileSizeHigh = 0;
        DWORD dwFileSize = GetFileSize( hFile, &dwFileSizeHigh );
        CloseHandle( hFile );

        if( dwFileSizeHigh != 0 || dwFileSize > 1000000 )
        {
            waveFile.Close();
            SetDlgItemText( hDlg, IDC_STATUS, TEXT("File too large.  You should stream large files.") );
            return;
        }
    }

    // Load the wave file
    if( FAILED( hr = waveFile.Open( strFileName, NULL, WAVEFILE_READ ) ) )
    {
        DXTRACE_ERR_MSGBOX( TEXT("Open"), hr );
        waveFile.Close();
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("Bad wave file.") );
    }
    else // The load call succeeded
    {
        // Update the UI controls to show the sound as the file is loaded
        waveFile.Close();

        EnablePlayUI( hDlg, TRUE );
        SetDlgItemText( hDlg, IDC_FILENAME, strFileName );
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("File loaded.") );
        strcpy( m_strWaveFileName, strFileName );

        // Get the samples per sec from the wave file
        DWORD dwSamplesPerSec = waveFile.m_pwfx->nSamplesPerSec;

        // Set the slider positions
        SetSlidersPos( hDlg, dwSamplesPerSec, 0, 0 );
    }
}
Ejemplo n.º 4
0
//-----------------------------------------------------------------------------
// Name: OnPlaySound()
// Desc: User hit the "Play" button
//-----------------------------------------------------------------------------
HRESULT OnPlaySound( HWND hDlg ) 
{
    HRESULT hr;

    if( NULL == g_pSound )
        return E_FAIL;

    // Play buffer always in looped mode just for this sample
    if( FAILED( hr = g_pSound->Play( 0, DSBPLAY_LOOPING ) ) )
        return DXTRACE_ERR( TEXT("Play"), hr );

    // Update the UI controls to show the sound as playing
    EnablePlayUI( hDlg, FALSE );
    SetDlgItemText( hDlg, IDC_STATUS, TEXT("Sound playing.") );

    return S_OK;
}
Ejemplo n.º 5
0
//-----------------------------------------------------------------------------
// Name: ValidateWaveFile()
// Desc: Open the wave file with the helper 
//       class CWaveFile to make sure it is valid
//-----------------------------------------------------------------------------
HRESULT ValidateWaveFile( HWND hDlg, TCHAR* strFileName )
{
    HRESULT hr;
    CWaveFile waveFile;

    if( -1 == GetFileAttributes(strFileName) )
        return E_FAIL;
    
    // Load the wave file
    if( FAILED( hr = waveFile.Open( strFileName, NULL, WAVEFILE_READ ) ) )
    {        
        waveFile.Close();
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("Bad wave file.") );
        return DXTRACE_ERR( TEXT("Open"), hr );
    }
    else // The load call succeeded
    {
        WAVEFORMATEX* pwfx = waveFile.GetFormat();
        if( pwfx->wFormatTag != WAVE_FORMAT_PCM )
        {
            // Sound must be PCM when using DSBCAPS_CTRLFX            
            SAFE_RELEASE( g_pIGargle );
            SAFE_DELETE( g_pSound );
            SetDlgItemText( hDlg, IDC_STATUS, TEXT("Wave file must be PCM for effects control.") );
            SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
            return S_FALSE;
        }
  
        // Update the UI controls to show the sound as the file is loaded
        waveFile.Close();

        EnablePlayUI( hDlg, TRUE );
        SetDlgItemText( hDlg, IDC_FILENAME, strFileName );
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("File loaded.") );
        strcpy( g_strWaveFileName, strFileName );

        // Get the samples per sec from the wave file
        DWORD dwSamplesPerSec = waveFile.m_pwfx->nSamplesPerSec;
        return S_OK;
    }
}
Ejemplo n.º 6
0
//-----------------------------------------------------------------------------
// Name: MainDlgProc()
// Desc: Handles dialog messages
//-----------------------------------------------------------------------------
INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
{
    HRESULT hr;

    switch( msg ) 
    {
        case WM_INITDIALOG:
            OnInitDialog( hDlg );
            break;

        case WM_COMMAND:
            switch( LOWORD(wParam) )
            {
                case IDC_SOUNDFILE:
                    OnOpenSoundFile( hDlg );
                    break;

                case IDCANCEL:
                    EndDialog( hDlg, IDCANCEL );
                    break;

                case IDC_PLAY:
                    // The 'play'/'pause' button was pressed
                    if( FAILED( hr = OnPlaySound( hDlg ) ) )
                    {
                        DXTRACE_ERR_MSGBOX( TEXT("OnPlaySound"), hr );
                        MessageBox( hDlg, "Error playing DirectSound buffer. "
                                    "Sample will now exit.", "DirectSound Sample", 
                                    MB_OK | MB_ICONERROR );
                        EndDialog( hDlg, IDABORT );
                    }
                    break;

                case IDC_STOP:
                    if( g_pSound )
                    {
                        g_pSound->Stop();
                        g_pSound->Reset();
                    }

                    EnablePlayUI( hDlg, TRUE );
                    break;

                case IDHELP:
                    DXUtil_LaunchReadme( hDlg );
                    break;

                default:
                    return FALSE; // Didn't handle message
            }
            break;

        case WM_TIMER:
            OnTimer( hDlg );
            break;

        case WM_DESTROY:
            // Cleanup everything
            KillTimer( hDlg, 1 );    
            SAFE_DELETE( g_pSound );
            SAFE_DELETE( g_pSoundManager );
            break; 

        default:
            return FALSE; // Didn't handle message
    }

    return TRUE; // Handled message
}
Ejemplo n.º 7
0
//-----------------------------------------------------------------------------
// Name: OnOpenSoundFile()
// Desc: Called when the user requests to open a sound file
//-----------------------------------------------------------------------------
VOID OnOpenSoundFile( HWND hDlg ) 
{
    HRESULT hr;

    static TCHAR strFileName[MAX_PATH] = TEXT("");
    static TCHAR strPath[MAX_PATH] = TEXT("");

    // Setup the OPENFILENAME structure
    OPENFILENAME ofn = { sizeof(OPENFILENAME), hDlg, NULL,
                         TEXT("Wave Files\0*.wav\0All Files\0*.*\0\0"), NULL,
                         0, 1, strFileName, MAX_PATH, NULL, 0, strPath,
                         TEXT("Open Sound File"),
                         OFN_FILEMUSTEXIST|OFN_HIDEREADONLY, 0, 0,
                         TEXT(".wav"), 0, NULL, NULL };

    // Get the default media path (something like C:\WINDOWS\MEDIA)
    if( '\0' == strPath[0] )
    {
        if( GetWindowsDirectory( strPath, MAX_PATH ) != 0 )
        {
            if( strcmp( &strPath[strlen(strPath)], TEXT("\\") ) )
                strcat( strPath, TEXT("\\") );
            strcat( strPath, TEXT("MEDIA") );
        }
    }

    if( g_pSound )
    {
        g_pSound->Stop();
        g_pSound->Reset();
    }

    // Update the UI controls to show the sound as loading a file
    EnableWindow(  GetDlgItem( hDlg, IDC_PLAY ), FALSE);
    EnableWindow(  GetDlgItem( hDlg, IDC_STOP ), FALSE);
    SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Loading file...") );

    // Display the OpenFileName dialog. Then, try to load the specified file
    if( TRUE != GetOpenFileName( &ofn ) )
    {
        SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Load aborted.") );
        return;
    }

    SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );

    // Free any previous sound, and make a new one
    SAFE_DELETE( g_pSound );

    // Verify the file is small
    HANDLE hFile = CreateFile( strFileName, 0, FILE_SHARE_READ, NULL, OPEN_EXISTING, 0, NULL );
    if( hFile != NULL )
    {
        // If you try to open a 100MB wav file, you could run out of system memory with this
        // sample cause it puts all of it into a large buffer.  If you need to do this, then 
        // see the "StreamData" sample to stream the data from the file into a sound buffer.
        DWORD dwFileSizeHigh = 0;
        DWORD dwFileSize = GetFileSize( hFile, &dwFileSizeHigh );
        CloseHandle( hFile );

        if( dwFileSizeHigh != 0 || dwFileSize > 1000000 )
        {
            SetDlgItemText( hDlg, IDC_FILENAME, TEXT("File too large.  You should stream large files.") );
            return;
        }
    }

    // Load the wave file into a DirectSound buffer
    if( FAILED( hr = g_pSoundManager->Create( &g_pSound, strFileName, 0, GUID_NULL ) ) )
    {
        // Not a critical failure, so just update the status
        DXTRACE_ERR( TEXT("Create"), hr );
        SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Could not create sound buffer.") );
        return; 
    }

    // Update the UI controls to show the sound as the file is loaded
    SetDlgItemText( hDlg, IDC_FILENAME, strFileName );
    EnablePlayUI( hDlg, TRUE );

    // Remember the path for next time
    strcpy( strPath, strFileName );
    char* strLastSlash = strrchr( strPath, '\\' );
    if( strLastSlash )
        strLastSlash[0] = '\0';
}
Ejemplo n.º 8
0
//-----------------------------------------------------------------------------
// Name: OnPlaySound()
// Desc: User hit the "Play" button
//-----------------------------------------------------------------------------
HRESULT OnPlaySound( HWND hDlg ) 
{
    HRESULT                 hr;
    DWORD                   dwCreationFlags;
    DWORD                   dwResults;

    LPDIRECTSOUNDBUFFER  pDSB = NULL;
    LPDIRECTSOUNDBUFFER8 pDSB8 = NULL;

    BOOL bLooped        = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK )     == BST_CHECKED );

    // We would only use CTRLFX control on dsound buffer
    dwCreationFlags = DSBCAPS_CTRLFX;

    // Free any previous sound and FXs
    SAFE_RELEASE( g_pIGargle );
    SAFE_DELETE( g_pSound );

    // Since the user can change the focus before the sound is played, 
    // we need to create the sound buffer every time the play button is pressed 

    // Load the wave file into a DirectSound buffer
    if( FAILED( hr = g_pSoundManager->Create( &g_pSound, g_strWaveFileName, dwCreationFlags, GUID_NULL ) ) )
    {
        // Not a critical failure, so just update the status
        DXTRACE_ERR_NOMSGBOX( TEXT("Create"), hr );
        if( hr == DSERR_BUFFERTOOSMALL )
        {
            // DSERR_BUFFERTOOSMALL will be returned if the buffer is
            // less than DSBSIZE_FX_MIN (100ms) and the buffer is created
            // with DSBCAPS_CTRLFX.                           
            SetDlgItemText( hDlg, IDC_STATUS, TEXT("Wave file is too short (less than 100ms) for effect processing.") );
        }
        else
        {
            SetDlgItemText( hDlg, IDC_STATUS, TEXT("Could not create sound buffer.") );
        }
        
        return S_FALSE; 
    }

    // Query IDirectSoundBuffer8 interface
    pDSB = g_pSound->GetBuffer( 0 );
    if( FAILED( hr = pDSB->QueryInterface( IID_IDirectSoundBuffer8, (LPVOID*) &pDSB8 ) ) )
        return DXTRACE_ERR( TEXT("QueryInterface"), hr );

    // Set gargle effect on the IDirectSoundBuffer8
    DSEFFECTDESC dsed;
    ZeroMemory( &dsed, sizeof(DSEFFECTDESC) );
    dsed.dwSize       = sizeof(DSEFFECTDESC);
    dsed.dwFlags      = 0;
    dsed.guidDSFXClass = GUID_DSFX_STANDARD_GARGLE;

    if( FAILED( hr = pDSB8->SetFX( 1, &dsed, &dwResults ) ) )
    {
        // Not a critical failure, so just update the status
        DXTRACE_ERR( TEXT("SetFX"), hr );
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("Could not set gargle effect.") );
        return S_FALSE;
    }

    // Get gargle effect friendly interface
    if( FAILED( hr = pDSB8->GetObjectInPath( GUID_DSFX_STANDARD_GARGLE, 0, 
                                             IID_IDirectSoundFXGargle, 
                                             (LPVOID*) &g_pIGargle ) ) )
        return DXTRACE_ERR( TEXT("GetObjectInPath"), hr );

    // Cleanup
    SAFE_RELEASE( pDSB8 );

    // Set the buffer options to what the sliders are set to
    OnEffectChanged( hDlg );

    // Play the sound
    DWORD dwLooped = bLooped ? DSBPLAY_LOOPING : 0L;
    if( FAILED( hr = g_pSound->Play( 0, dwLooped ) ) )
        return DXTRACE_ERR( TEXT("Play"), hr );

    // Update the UI controls to show the sound as playing
    EnablePlayUI( hDlg, FALSE );
    SetDlgItemText( hDlg, IDC_STATUS, TEXT("Sound playing.") );

    return S_OK;
}
Ejemplo n.º 9
0
//-----------------------------------------------------------------------------
// Name: MainDlgProc()
// Desc: Handles dialog messages
//-----------------------------------------------------------------------------
INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
{
    HRESULT hr;

    switch( msg ) 
    {
        case WM_INITDIALOG:
            OnInitDialog( hDlg );
            break;

        case WM_COMMAND:
            switch( LOWORD(wParam) )
            {
                case IDC_SOUNDFILE:
                    OnOpenSoundFile( hDlg );
                    break;

                case IDCANCEL:
                    EndDialog( hDlg, IDCANCEL );
                    break;

                case IDC_PLAY:
                    if( FAILED( hr = OnPlaySound( hDlg ) ) )
                    {
                        DXTRACE_ERR( TEXT("OnPlaySound"), hr );
                        MessageBox( hDlg, "Error playing DirectSound buffer."
                                    "Sample will now exit.", "DirectSound Sample", 
                                    MB_OK | MB_ICONERROR );
                        EndDialog( hDlg, IDABORT );
                    }
                    break;

                case IDC_STOP:
                    if( g_pSound )
                    {
                        g_pSound->Stop();
                        g_pSound->Reset();
                    }

                    // Update the UI controls to show the sound as stopped
                    EnablePlayUI( hDlg, TRUE );
                    SetDlgItemText( hDlg, IDC_STATUS, TEXT("Sound stopped.") );
                    break;

                case IDC_DEFER:
                    g_bDeferSettings = !g_bDeferSettings;
                    OnSliderChanged( hDlg );                    
                    break;

                case IDC_APPLY:
                    // Call the IDirectSound3DListener::CommitDeferredSettings 
                    // method to execute all of the deferred commands at once.
                    // This is many times more efficent than recomputing everything
                    // for every call.
                    if( g_pDSListener )
                        g_pDSListener->CommitDeferredSettings();
                    break;

                default:
                    return FALSE; // Didn't handle message
            }
            break;

        case WM_TIMER:
            if( wParam == IDT_MOVEMENT_TIMER )
                OnMovementTimer( hDlg );
            break;

        case WM_NOTIFY:
            OnSliderChanged( hDlg );
            break;

        case WM_DESTROY:
            // Cleanup everything
            KillTimer( hDlg, 1 );    
            SAFE_RELEASE( g_pDSListener );
            SAFE_RELEASE( g_pDS3DBuffer );

            SAFE_DELETE( g_pSound );
            SAFE_DELETE( g_pSoundManager );
            break; 
            
        default:
            return FALSE; // Didn't handle message
    }

    return TRUE; // Handled message
}
Ejemplo n.º 10
0
//-----------------------------------------------------------------------------
// Name: OnOpenSoundFile()
// Desc: Called when the user requests to open a sound file
//-----------------------------------------------------------------------------
VOID OnOpenSoundFile( HWND hDlg ) 
{
    GUID    guid3DAlgorithm = GUID_NULL;
    int     nResult;
    HRESULT hr; 

    static TCHAR strFileName[MAX_PATH] = TEXT("");
    static TCHAR strPath[MAX_PATH] = TEXT("");

    // Setup the OPENFILENAME structure
    OPENFILENAME ofn = { sizeof(OPENFILENAME), hDlg, NULL,
                         TEXT("Wave Files\0*.wav\0All Files\0*.*\0\0"), NULL,
                         0, 1, strFileName, MAX_PATH, NULL, 0, strPath,
                         TEXT("Open Sound File"),
                         OFN_FILEMUSTEXIST|OFN_HIDEREADONLY, 0, 0,
                         TEXT(".wav"), 0, NULL, NULL };

    // Get the default media path (something like C:\WINDOWS\MEDIA)
    if( '\0' == strPath[0] )
    {
        GetWindowsDirectory( strPath, MAX_PATH );
        if( strcmp( &strPath[strlen(strPath)], TEXT("\\") ) )
            strcat( strPath, TEXT("\\") );
        strcat( strPath, TEXT("MEDIA") );
    }

    if( g_pSound )
    {
        g_pSound->Stop();
        g_pSound->Reset();
    }

    // Update the UI controls to show the sound as loading a file
    EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), FALSE);
    EnableWindow( GetDlgItem( hDlg, IDC_STOP ), FALSE);
    SetDlgItemText( hDlg, IDC_STATUS, TEXT("Loading file...") );

    // Stop the timer while dialogs are displayed
    g_bAllowMovementTimer = FALSE;

    // Display the OpenFileName dialog. Then, try to load the specified file
    if( TRUE != GetOpenFileName( &ofn ) )
    {
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("Load aborted.") );
        g_bAllowMovementTimer = TRUE;
        return;
    }

    SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );

    // Free any previous sound, and make a new one
    SAFE_DELETE( g_pSound );

    CWaveFile waveFile;
    waveFile.Open( strFileName, NULL, WAVEFILE_READ );
    WAVEFORMATEX* pwfx = waveFile.GetFormat();
    if( pwfx == NULL )
    {
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("Invalid wave file format.") );
        return;
    }

    if( pwfx->nChannels > 1 )
    {
        // Too many channels in wave.  Sound must be mono when using DSBCAPS_CTRL3D
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("Wave file must be mono for 3D control.") );
        SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
        return;
    }

    if( pwfx->wFormatTag != WAVE_FORMAT_PCM )
    {
        // Sound must be PCM when using DSBCAPS_CTRL3D
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("Wave file must be PCM for 3D control.") );
        SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
        return;
    }

    // Get the software DirectSound3D emulation algorithm to use
    // Ask the user for this sample, so display the algorithm dialog box.
    nResult = (int)DialogBox( NULL, MAKEINTRESOURCE(IDD_3D_ALGORITHM), 
                              NULL, AlgorithmDlgProc );
    switch( nResult )
    {
    case -1: // User canceled dialog box
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("Load aborted.") );
        SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
        return;

    case 0: // User selected DS3DALG_NO_VIRTUALIZATION  
        guid3DAlgorithm = DS3DALG_NO_VIRTUALIZATION;
        break;

    case 1: // User selected DS3DALG_HRTF_FULL  
        guid3DAlgorithm = DS3DALG_HRTF_FULL;
        break;

    case 2: // User selected DS3DALG_HRTF_LIGHT
        guid3DAlgorithm = DS3DALG_HRTF_LIGHT;
        break;
    }

    // Load the wave file into a DirectSound buffer
    hr = g_pSoundManager->Create( &g_pSound, strFileName, DSBCAPS_CTRL3D, guid3DAlgorithm );  
    if( FAILED( hr ) || hr == DS_NO_VIRTUALIZATION )
    {
        DXTRACE_ERR_NOMSGBOX( TEXT("Create"), hr );
        if( DS_NO_VIRTUALIZATION == hr )
        {
            MessageBox( hDlg, "The 3D virtualization algorithm requested is not supported under this "
                        "operating system.  It is available only on Windows 2000, Windows ME, and Windows 98 with WDM "
                        "drivers and beyond.  Creating buffer with no virtualization.", 
                        "DirectSound Sample", MB_OK );
        }

        // Unknown error, but not a critical failure, so just update the status
        SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Could not create sound buffer.") );
        return; 
    }

    // Get the 3D buffer from the secondary buffer
    if( FAILED( hr = g_pSound->Get3DBufferInterface( 0, &g_pDS3DBuffer ) ) )
    {
        DXTRACE_ERR( TEXT("Get3DBufferInterface"), hr );
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("Could not get 3D buffer.") );
        SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
        return;
    }

    // Get the 3D buffer parameters
    g_dsBufferParams.dwSize = sizeof(DS3DBUFFER);
    g_pDS3DBuffer->GetAllParameters( &g_dsBufferParams );

    // Set new 3D buffer parameters
    g_dsBufferParams.dwMode = DS3DMODE_HEADRELATIVE;
    g_pDS3DBuffer->SetAllParameters( &g_dsBufferParams, DS3D_IMMEDIATE );

    DSBCAPS dsbcaps;
    ZeroMemory( &dsbcaps, sizeof(DSBCAPS) );
    dsbcaps.dwSize = sizeof(DSBCAPS);

    LPDIRECTSOUNDBUFFER pDSB = g_pSound->GetBuffer( 0 );
    pDSB->GetCaps( &dsbcaps );
    if( ( dsbcaps.dwFlags & DSBCAPS_LOCHARDWARE ) != 0 )
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("File loaded using hardware mixing.") );
    else
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("File loaded using software mixing.") );

    // Update the UI controls to show the sound as the file is loaded
    SetDlgItemText( hDlg, IDC_FILENAME, strFileName );
    EnablePlayUI( hDlg, TRUE );

    g_bAllowMovementTimer = TRUE;

    // Remember the path for next time
    strcpy( strPath, strFileName );
    char* strLastSlash = strrchr( strPath, '\\' );
    strLastSlash[0] = '\0';

    // Set the slider positions
    SetSlidersPos( hDlg, 0.0f, 0.0f, ORBIT_MAX_RADIUS, ORBIT_MAX_RADIUS*2.0f );
    OnSliderChanged( hDlg );
}
Ejemplo n.º 11
0
//-----------------------------------------------------------------------------
// Name: OnPlaySound()
// Desc: User hit the "Play" button
//-----------------------------------------------------------------------------
HRESULT OnPlaySound( HWND hDlg ) 
{
    HRESULT hr;
    DWORD dwCreationFlags;

    BOOL bLooped      = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK )      == BST_CHECKED );
    BOOL bFocusSticky = ( IsDlgButtonChecked( hDlg, IDC_FOCUS_STICKY )    == BST_CHECKED );
    BOOL bFocusGlobal = ( IsDlgButtonChecked( hDlg, IDC_FOCUS_GLOBAL )    == BST_CHECKED );
    BOOL bMixHardware = ( IsDlgButtonChecked( hDlg, IDC_MIX_HARDWARE ) == BST_CHECKED );
    BOOL bMixSoftware = ( IsDlgButtonChecked( hDlg, IDC_MIX_SOFTWARE ) == BST_CHECKED );

    // Detrimine the creation flags to use based on the radio buttons
    dwCreationFlags = 0;
    if( bFocusGlobal )
        dwCreationFlags |= DSBCAPS_GLOBALFOCUS;

    if( bFocusSticky )
        dwCreationFlags |= DSBCAPS_STICKYFOCUS;

    if( bMixHardware )
        dwCreationFlags |= DSBCAPS_LOCHARDWARE;

    if( bMixSoftware )
        dwCreationFlags |= DSBCAPS_LOCSOFTWARE;

    // Add extra flags needed for the UI
    dwCreationFlags |= DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY;

    // Free any previous sound
    SAFE_DELETE( g_pSound );

    // Since the user can change the focus before the sound is played, 
    // we need to create the sound buffer every time the play button is pressed 

    // Load the wave file into a DirectSound buffer
    if( FAILED( hr = g_pSoundManager->Create( &g_pSound, m_strWaveFileName, dwCreationFlags, GUID_NULL ) ) )
    {
        // Not a critical failure, so just update the status
        DXTRACE_ERR( TEXT("Create"), hr );
        SetDlgItemText( hDlg, IDC_STATUS, TEXT("Could not create sound buffer.") );
        return S_FALSE; 
    }

    // Set the buffer options to what the sliders are set to
    OnSliderChanged( hDlg );

    // Only if the sound buffer was created perfectly should we update the UI 
    // and play the sound

    // Get the position of the sliders
    HWND hFreqSlider   = GetDlgItem( hDlg, IDC_FREQUENCY_SLIDER );
    HWND hPanSlider    = GetDlgItem( hDlg, IDC_PAN_SLIDER );
    HWND hVolumeSlider = GetDlgItem( hDlg, IDC_VOLUME_SLIDER );
    LONG lFrequency = (LONG)SendMessage( hFreqSlider,   TBM_GETPOS, 0, 0 ) * 1L;
    LONG lPan       = (LONG)SendMessage( hPanSlider,    TBM_GETPOS, 0, 0 ) * 500L;
    LONG lVolume    = (LONG)SendMessage( hVolumeSlider, TBM_GETPOS, 0, 0 ) * 100L;

    // Play the sound
    DWORD dwLooped = bLooped ? DSBPLAY_LOOPING : 0L;

    if( FAILED( hr = g_pSound->Play( 0, dwLooped, lVolume, lFrequency, lPan ) ) )
        return DXTRACE_ERR( TEXT("Play"), hr );

    // Update the UI controls to show the sound as playing
    EnablePlayUI( hDlg, FALSE );
    SetDlgItemText( hDlg, IDC_STATUS, TEXT("Sound playing.") );

    return S_OK;
}