//**************************************************************************** //--------------------------------------------------------------------------- void action_ButtonPressed3(void) { STM_EVAL_LEDOn(LED_Blue); switch (param) { case 0 : pitchGenRequestChangePoints(); break ; case 1 : toggleChorus(); break; case 2 : incMaxFreq(); break; case 3 : incTempo(); break; case 4 : doubleTempo(); break; case 5 : toggleGlide(); break; case 6 : nextSound(); break; case 7 : incDecay(); break; case 8 : muteSomeNotes();break; // toggle function ! case 9 : nextScale(); break; case 10 : incVol(); break; case 11 : incSynthOut(); break; case 12 : transpUp(); break; case 13 : AdditiveGen_newWaveform(); break; case 14 : inc_delayfeedback(); break; case 15 : inc_delayTime(); break; case 16 : inc_chorusFeedback(); break; case 17 : inc_chorusRate(); break; case 18 : inc_chorusDelay(); break; case 19 : inc_chorusSweep(); break; case 20 : toggleChorusMode(); break; case 21: toggleVibrato(); break; } }
//-------------------------------------------------------------------------------------- // Name: BasicSound::CreateDeviceIndependentResources // Desc: Common sample set up //-------------------------------------------------------------------------------------- void BasicSound::CreateDeviceIndependentResources() { DirectXBase::CreateDeviceIndependentResources(); // // Read the sound files and add them to the XAudio2 sound player, if we have sound. // if (m_soundPlayer == nullptr) { // We have no sound devices return; } for (size_t index = 0; SOUND_FILE_LIST[index]; ++index) { try { SoundFileReader nextSound(ref new Platform::String(SOUND_FILE_LIST[index])); (void)m_soundPlayer->AddSound(nextSound.GetSoundFormat(), nextSound.GetSoundData()); } catch (Platform::FailureException^) { // If we have a failure, don't play that file, not worth stopping the whole sample } } // We should have at least one sound to play if (m_soundPlayer->GetSoundCount() == 0) { throw ref new Platform::FailureException(); } }