Saxum/extern/bullet/Demos/DX11ClothDemo/DXUT/Optional/SDKsound.cpp

1054 lines
36 KiB
C++
Raw Normal View History

2014-10-24 09:42:47 +00:00
//-----------------------------------------------------------------------------
// File: DXUTsound.cpp
//
// Desc: DirectSound framework classes for playing wav files in DirectSound
// buffers. Feel free to use these classes as a starting point for adding
// extra functionality.
//
// Copyright (c) Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include "DXUT.h"
#include <mmsystem.h>
#include <dsound.h>
#include "SDKsound.h"
#include "SDKwavefile.h"
#undef min // use __min instead
#undef max // use __max instead
//-----------------------------------------------------------------------------
// Name: CSoundManager::CSoundManager()
// Desc: Constructs the class
//-----------------------------------------------------------------------------
CSoundManager::CSoundManager()
{
m_pDS = NULL;
}
//-----------------------------------------------------------------------------
// Name: CSoundManager::~CSoundManager()
// Desc: Destroys the class
//-----------------------------------------------------------------------------
CSoundManager::~CSoundManager()
{
SAFE_RELEASE( m_pDS );
}
//-----------------------------------------------------------------------------
// Name: CSoundManager::Initialize()
// Desc: Initializes the IDirectSound object and also sets the primary buffer
// format. This function must be called before any others.
//-----------------------------------------------------------------------------
HRESULT CSoundManager::Initialize( HWND hWnd,
DWORD dwCoopLevel )
{
HRESULT hr;
SAFE_RELEASE( m_pDS );
// Create IDirectSound using the primary sound device
if( FAILED( hr = DirectSoundCreate8( NULL, &m_pDS, NULL ) ) )
return DXUT_ERR( L"DirectSoundCreate8", hr );
// Set DirectSound coop level
if( FAILED( hr = m_pDS->SetCooperativeLevel( hWnd, dwCoopLevel ) ) )
return DXUT_ERR( L"SetCooperativeLevel", hr );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CSoundManager::SetPrimaryBufferFormat()
// Desc: Set primary buffer to a specified format
// !WARNING! - Setting the primary buffer format and then using this
// same DirectSound object for DirectMusic messes up
// DirectMusic!
// For example, to set the primary buffer format to 22kHz stereo, 16-bit
// then: dwPrimaryChannels = 2
// dwPrimaryFreq = 22050,
// dwPrimaryBitRate = 16
//-----------------------------------------------------------------------------
HRESULT CSoundManager::SetPrimaryBufferFormat( DWORD dwPrimaryChannels,
DWORD dwPrimaryFreq,
DWORD dwPrimaryBitRate )
{
HRESULT hr;
LPDIRECTSOUNDBUFFER pDSBPrimary = NULL;
if( m_pDS == NULL )
return CO_E_NOTINITIALIZED;
// Get the primary buffer
DSBUFFERDESC dsbd;
ZeroMemory( &dsbd, sizeof( DSBUFFERDESC ) );
dsbd.dwSize = sizeof( DSBUFFERDESC );
dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER;
dsbd.dwBufferBytes = 0;
dsbd.lpwfxFormat = NULL;
if( FAILED( hr = m_pDS->CreateSoundBuffer( &dsbd, &pDSBPrimary, NULL ) ) )
return DXUT_ERR( L"CreateSoundBuffer", hr );
WAVEFORMATEX wfx;
ZeroMemory( &wfx, sizeof( WAVEFORMATEX ) );
wfx.wFormatTag = ( WORD )WAVE_FORMAT_PCM;
wfx.nChannels = ( WORD )dwPrimaryChannels;
wfx.nSamplesPerSec = ( DWORD )dwPrimaryFreq;
wfx.wBitsPerSample = ( WORD )dwPrimaryBitRate;
wfx.nBlockAlign = ( WORD )( wfx.wBitsPerSample / 8 * wfx.nChannels );
wfx.nAvgBytesPerSec = ( DWORD )( wfx.nSamplesPerSec * wfx.nBlockAlign );
if( FAILED( hr = pDSBPrimary->SetFormat( &wfx ) ) )
return DXUT_ERR( L"SetFormat", hr );
SAFE_RELEASE( pDSBPrimary );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CSoundManager::Get3DListenerInterface()
// Desc: Returns the 3D listener interface associated with primary buffer.
//-----------------------------------------------------------------------------
HRESULT CSoundManager::Get3DListenerInterface( LPDIRECTSOUND3DLISTENER* ppDSListener )
{
HRESULT hr;
DSBUFFERDESC dsbdesc;
LPDIRECTSOUNDBUFFER pDSBPrimary = NULL;
if( ppDSListener == NULL )
return E_INVALIDARG;
if( m_pDS == NULL )
return CO_E_NOTINITIALIZED;
*ppDSListener = NULL;
// Obtain primary buffer, asking it for 3D control
ZeroMemory( &dsbdesc, sizeof( DSBUFFERDESC ) );
dsbdesc.dwSize = sizeof( DSBUFFERDESC );
dsbdesc.dwFlags = DSBCAPS_CTRL3D | DSBCAPS_PRIMARYBUFFER;
if( FAILED( hr = m_pDS->CreateSoundBuffer( &dsbdesc, &pDSBPrimary, NULL ) ) )
return DXUT_ERR( L"CreateSoundBuffer", hr );
if( FAILED( hr = pDSBPrimary->QueryInterface( IID_IDirectSound3DListener,
( VOID** )ppDSListener ) ) )
{
SAFE_RELEASE( pDSBPrimary );
return DXUT_ERR( L"QueryInterface", hr );
}
// Release the primary buffer, since it is not need anymore
SAFE_RELEASE( pDSBPrimary );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CSoundManager::Create()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CSoundManager::Create( CSound** ppSound,
LPWSTR strWaveFileName,
DWORD dwCreationFlags,
GUID guid3DAlgorithm,
DWORD dwNumBuffers )
{
HRESULT hr;
HRESULT hrRet = S_OK;
DWORD i;
LPDIRECTSOUNDBUFFER* apDSBuffer = NULL;
DWORD dwDSBufferSize = NULL;
CWaveFile* pWaveFile = NULL;
if( m_pDS == NULL )
return CO_E_NOTINITIALIZED;
if( strWaveFileName == NULL || ppSound == NULL || dwNumBuffers < 1 )
return E_INVALIDARG;
apDSBuffer = new LPDIRECTSOUNDBUFFER[dwNumBuffers];
if( apDSBuffer == NULL )
{
hr = E_OUTOFMEMORY;
goto LFail;
}
pWaveFile = new CWaveFile();
if( pWaveFile == NULL )
{
hr = E_OUTOFMEMORY;
goto LFail;
}
pWaveFile->Open( strWaveFileName, NULL, WAVEFILE_READ );
if( pWaveFile->GetSize() == 0 )
{
// Wave is blank, so don't create it.
hr = E_FAIL;
goto LFail;
}
// Make the DirectSound buffer the same size as the wav file
dwDSBufferSize = pWaveFile->GetSize();
// Create the direct sound buffer, and only request the flags needed
// since each requires some overhead and limits if the buffer can
// be hardware accelerated
DSBUFFERDESC dsbd;
ZeroMemory( &dsbd, sizeof( DSBUFFERDESC ) );
dsbd.dwSize = sizeof( DSBUFFERDESC );
dsbd.dwFlags = dwCreationFlags;
dsbd.dwBufferBytes = dwDSBufferSize;
dsbd.guid3DAlgorithm = guid3DAlgorithm;
dsbd.lpwfxFormat = pWaveFile->m_pwfx;
// DirectSound is only guarenteed to play PCM data. Other
// formats may or may not work depending the sound card driver.
hr = m_pDS->CreateSoundBuffer( &dsbd, &apDSBuffer[0], NULL );
// Be sure to return this error code if it occurs so the
// callers knows this happened.
if( hr == DS_NO_VIRTUALIZATION )
hrRet = DS_NO_VIRTUALIZATION;
if( FAILED( hr ) )
{
// DSERR_BUFFERTOOSMALL will be returned if the buffer is
// less than DSBSIZE_FX_MIN and the buffer is created
// with DSBCAPS_CTRLFX.
// It might also fail if hardware buffer mixing was requested
// on a device that doesn't support it.
DXUT_ERR( L"CreateSoundBuffer", hr );
goto LFail;
}
// Default to use DuplicateSoundBuffer() when created extra buffers since always
// create a buffer that uses the same memory however DuplicateSoundBuffer() will fail if
// DSBCAPS_CTRLFX is used, so use CreateSoundBuffer() instead in this case.
if( ( dwCreationFlags & DSBCAPS_CTRLFX ) == 0 )
{
for( i = 1; i < dwNumBuffers; i++ )
{
if( FAILED( hr = m_pDS->DuplicateSoundBuffer( apDSBuffer[0], &apDSBuffer[i] ) ) )
{
DXUT_ERR( L"DuplicateSoundBuffer", hr );
goto LFail;
}
}
}
else
{
for( i = 1; i < dwNumBuffers; i++ )
{
hr = m_pDS->CreateSoundBuffer( &dsbd, &apDSBuffer[i], NULL );
if( FAILED( hr ) )
{
DXUT_ERR( L"CreateSoundBuffer", hr );
goto LFail;
}
}
}
// Create the sound
*ppSound = new CSound( apDSBuffer, dwDSBufferSize, dwNumBuffers, pWaveFile, dwCreationFlags );
SAFE_DELETE_ARRAY( apDSBuffer );
return hrRet;
LFail:
// Cleanup
SAFE_DELETE( pWaveFile );
SAFE_DELETE_ARRAY( apDSBuffer );
return hr;
}
//-----------------------------------------------------------------------------
// Name: CSoundManager::CreateFromMemory()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CSoundManager::CreateFromMemory( CSound** ppSound,
BYTE* pbData,
ULONG ulDataSize,
LPWAVEFORMATEX pwfx,
DWORD dwCreationFlags,
GUID guid3DAlgorithm,
DWORD dwNumBuffers )
{
HRESULT hr;
DWORD i;
LPDIRECTSOUNDBUFFER* apDSBuffer = NULL;
DWORD dwDSBufferSize = NULL;
CWaveFile* pWaveFile = NULL;
if( m_pDS == NULL )
return CO_E_NOTINITIALIZED;
if( pbData == NULL || ppSound == NULL || dwNumBuffers < 1 )
return E_INVALIDARG;
apDSBuffer = new LPDIRECTSOUNDBUFFER[dwNumBuffers];
if( apDSBuffer == NULL )
{
hr = E_OUTOFMEMORY;
goto LFail;
}
pWaveFile = new CWaveFile();
if( pWaveFile == NULL )
{
hr = E_OUTOFMEMORY;
goto LFail;
}
pWaveFile->OpenFromMemory( pbData, ulDataSize, pwfx, WAVEFILE_READ );
// Make the DirectSound buffer the same size as the wav file
dwDSBufferSize = ulDataSize;
// Create the direct sound buffer, and only request the flags needed
// since each requires some overhead and limits if the buffer can
// be hardware accelerated
DSBUFFERDESC dsbd;
ZeroMemory( &dsbd, sizeof( DSBUFFERDESC ) );
dsbd.dwSize = sizeof( DSBUFFERDESC );
dsbd.dwFlags = dwCreationFlags;
dsbd.dwBufferBytes = dwDSBufferSize;
dsbd.guid3DAlgorithm = guid3DAlgorithm;
dsbd.lpwfxFormat = pwfx;
if( FAILED( hr = m_pDS->CreateSoundBuffer( &dsbd, &apDSBuffer[0], NULL ) ) )
{
DXUT_ERR( L"CreateSoundBuffer", hr );
goto LFail;
}
// Default to use DuplicateSoundBuffer() when created extra buffers since always
// create a buffer that uses the same memory however DuplicateSoundBuffer() will fail if
// DSBCAPS_CTRLFX is used, so use CreateSoundBuffer() instead in this case.
if( ( dwCreationFlags & DSBCAPS_CTRLFX ) == 0 )
{
for( i = 1; i < dwNumBuffers; i++ )
{
if( FAILED( hr = m_pDS->DuplicateSoundBuffer( apDSBuffer[0], &apDSBuffer[i] ) ) )
{
DXUT_ERR( L"DuplicateSoundBuffer", hr );
goto LFail;
}
}
}
else
{
for( i = 1; i < dwNumBuffers; i++ )
{
hr = m_pDS->CreateSoundBuffer( &dsbd, &apDSBuffer[i], NULL );
if( FAILED( hr ) )
{
DXUT_ERR( L"CreateSoundBuffer", hr );
goto LFail;
}
}
}
// Create the sound
*ppSound = new CSound( apDSBuffer, dwDSBufferSize, dwNumBuffers, pWaveFile, dwCreationFlags );
SAFE_DELETE_ARRAY( apDSBuffer );
return S_OK;
LFail:
// Cleanup
SAFE_DELETE_ARRAY( apDSBuffer );
return hr;
}
//-----------------------------------------------------------------------------
// Name: CSoundManager::CreateStreaming()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CSoundManager::CreateStreaming( CStreamingSound** ppStreamingSound,
LPWSTR strWaveFileName,
DWORD dwCreationFlags,
GUID guid3DAlgorithm,
DWORD dwNotifyCount,
DWORD dwNotifySize,
HANDLE hNotifyEvent )
{
HRESULT hr;
if( m_pDS == NULL )
return CO_E_NOTINITIALIZED;
if( strWaveFileName == NULL || ppStreamingSound == NULL || hNotifyEvent == NULL )
return E_INVALIDARG;
LPDIRECTSOUNDBUFFER pDSBuffer = NULL;
DWORD dwDSBufferSize = NULL;
CWaveFile* pWaveFile = NULL;
DSBPOSITIONNOTIFY* aPosNotify = NULL;
LPDIRECTSOUNDNOTIFY pDSNotify = NULL;
pWaveFile = new CWaveFile();
if( pWaveFile == NULL )
return E_OUTOFMEMORY;
pWaveFile->Open( strWaveFileName, NULL, WAVEFILE_READ );
// Figure out how big the DirectSound buffer should be
dwDSBufferSize = dwNotifySize * dwNotifyCount;
// Set up the direct sound buffer. Request the NOTIFY flag, so
// that we are notified as the sound buffer plays. Note, that using this flag
// may limit the amount of hardware acceleration that can occur.
DSBUFFERDESC dsbd;
ZeroMemory( &dsbd, sizeof( DSBUFFERDESC ) );
dsbd.dwSize = sizeof( DSBUFFERDESC );
dsbd.dwFlags = dwCreationFlags |
DSBCAPS_CTRLPOSITIONNOTIFY |
DSBCAPS_GETCURRENTPOSITION2;
dsbd.dwBufferBytes = dwDSBufferSize;
dsbd.guid3DAlgorithm = guid3DAlgorithm;
dsbd.lpwfxFormat = pWaveFile->m_pwfx;
if( FAILED( hr = m_pDS->CreateSoundBuffer( &dsbd, &pDSBuffer, NULL ) ) )
{
// If wave format isn't then it will return
// either DSERR_BADFORMAT or E_INVALIDARG
if( hr == DSERR_BADFORMAT || hr == E_INVALIDARG )
return DXUT_ERR( L"CreateSoundBuffer", hr );
return DXUT_ERR( L"CreateSoundBuffer", hr );
}
// Create the notification events, so that we know when to fill
// the buffer as the sound plays.
if( FAILED( hr = pDSBuffer->QueryInterface( IID_IDirectSoundNotify,
( VOID** )&pDSNotify ) ) )
{
SAFE_DELETE_ARRAY( aPosNotify );
return DXUT_ERR( L"QueryInterface", hr );
}
aPosNotify = new DSBPOSITIONNOTIFY[ dwNotifyCount ];
if( aPosNotify == NULL )
return E_OUTOFMEMORY;
for( DWORD i = 0; i < dwNotifyCount; i++ )
{
aPosNotify[i].dwOffset = ( dwNotifySize * i ) + dwNotifySize - 1;
aPosNotify[i].hEventNotify = hNotifyEvent;
}
// Tell DirectSound when to notify us. The notification will come in the from
// of signaled events that are handled in WinMain()
if( FAILED( hr = pDSNotify->SetNotificationPositions( dwNotifyCount,
aPosNotify ) ) )
{
SAFE_RELEASE( pDSNotify );
SAFE_DELETE_ARRAY( aPosNotify );
return DXUT_ERR( L"SetNotificationPositions", hr );
}
SAFE_RELEASE( pDSNotify );
SAFE_DELETE_ARRAY( aPosNotify );
// Create the sound
*ppStreamingSound = new CStreamingSound( pDSBuffer, dwDSBufferSize, pWaveFile, dwNotifySize );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CSound::CSound()
// Desc: Constructs the class
//-----------------------------------------------------------------------------
CSound::CSound( LPDIRECTSOUNDBUFFER* apDSBuffer, DWORD dwDSBufferSize,
DWORD dwNumBuffers, CWaveFile* pWaveFile, DWORD dwCreationFlags )
{
DWORD i;
if( dwNumBuffers <= 0 )
return;
m_apDSBuffer = new LPDIRECTSOUNDBUFFER[dwNumBuffers];
if( NULL != m_apDSBuffer )
{
for( i = 0; i < dwNumBuffers; i++ )
m_apDSBuffer[i] = apDSBuffer[i];
m_dwDSBufferSize = dwDSBufferSize;
m_dwNumBuffers = dwNumBuffers;
m_pWaveFile = pWaveFile;
m_dwCreationFlags = dwCreationFlags;
FillBufferWithSound( m_apDSBuffer[0], FALSE );
}
}
//-----------------------------------------------------------------------------
// Name: CSound::~CSound()
// Desc: Destroys the class
//-----------------------------------------------------------------------------
CSound::~CSound()
{
for( DWORD i = 0; i < m_dwNumBuffers; i++ )
{
SAFE_RELEASE( m_apDSBuffer[i] );
}
SAFE_DELETE_ARRAY( m_apDSBuffer );
SAFE_DELETE( m_pWaveFile );
}
//-----------------------------------------------------------------------------
// Name: CSound::FillBufferWithSound()
// Desc: Fills a DirectSound buffer with a sound file
//-----------------------------------------------------------------------------
HRESULT CSound::FillBufferWithSound( LPDIRECTSOUNDBUFFER pDSB, BOOL bRepeatWavIfBufferLarger )
{
HRESULT hr;
VOID* pDSLockedBuffer = NULL; // Pointer to locked buffer memory
DWORD dwDSLockedBufferSize = 0; // Size of the locked DirectSound buffer
DWORD dwWavDataRead = 0; // Amount of data read from the wav file
if( pDSB == NULL )
return CO_E_NOTINITIALIZED;
// 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 DXUT_ERR( L"RestoreBuffer", hr );
// Lock the buffer down
if( FAILED( hr = pDSB->Lock( 0, m_dwDSBufferSize,
&pDSLockedBuffer, &dwDSLockedBufferSize,
NULL, NULL, 0L ) ) )
return DXUT_ERR( L"Lock", hr );
// Reset the wave file to the beginning
m_pWaveFile->ResetFile();
if( FAILED( hr = m_pWaveFile->Read( ( BYTE* )pDSLockedBuffer,
dwDSLockedBufferSize,
&dwWavDataRead ) ) )
return DXUT_ERR( L"Read", hr );
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 DXUT_ERR( L"ResetFile", hr );
hr = m_pWaveFile->Read( ( BYTE* )pDSLockedBuffer + dwReadSoFar,
dwDSLockedBufferSize - dwReadSoFar,
&dwWavDataRead );
if( FAILED( hr ) )
return DXUT_ERR( L"Read", hr );
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;
if( FAILED( hr = pDSB->GetStatus( &dwStatus ) ) )
return DXUT_ERR( L"GetStatus", hr );
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() ) == DSERR_BUFFERLOST );
if( pbWasRestored != NULL )
*pbWasRestored = TRUE;
return S_OK;
}
else
{
return S_FALSE;
}
}
//-----------------------------------------------------------------------------
// Name: CSound::GetFreeBuffer()
// Desc: Finding the first buffer that is not playing and return a pointer to
// it, or if all are playing return a pointer to a randomly selected buffer.
//-----------------------------------------------------------------------------
LPDIRECTSOUNDBUFFER CSound::GetFreeBuffer()
{
if( m_apDSBuffer == NULL )
return FALSE;
DWORD i;
for( i = 0; i < m_dwNumBuffers; i++ )
{
if( m_apDSBuffer[i] )
{
DWORD dwStatus = 0;
m_apDSBuffer[i]->GetStatus( &dwStatus );
if( ( dwStatus & DSBSTATUS_PLAYING ) == 0 )
break;
}
}
if( i != m_dwNumBuffers )
return m_apDSBuffer[ i ];
else
return m_apDSBuffer[ rand() % m_dwNumBuffers ];
}
//-----------------------------------------------------------------------------
// Name: CSound::GetBuffer()
// Desc:
//-----------------------------------------------------------------------------
LPDIRECTSOUNDBUFFER CSound::GetBuffer( DWORD dwIndex )
{
if( m_apDSBuffer == NULL )
return NULL;
if( dwIndex >= m_dwNumBuffers )
return NULL;
return m_apDSBuffer[dwIndex];
}
//-----------------------------------------------------------------------------
// Name: CSound::Get3DBufferInterface()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CSound::Get3DBufferInterface( DWORD dwIndex, LPDIRECTSOUND3DBUFFER* ppDS3DBuffer )
{
if( m_apDSBuffer == NULL )
return CO_E_NOTINITIALIZED;
if( dwIndex >= m_dwNumBuffers )
return E_INVALIDARG;
*ppDS3DBuffer = NULL;
return m_apDSBuffer[dwIndex]->QueryInterface( IID_IDirectSound3DBuffer,
( VOID** )ppDS3DBuffer );
}
//-----------------------------------------------------------------------------
// Name: CSound::Play()
// Desc: Plays the sound using voice management flags. Pass in DSBPLAY_LOOPING
// in the dwFlags to loop the sound
//-----------------------------------------------------------------------------
HRESULT CSound::Play( DWORD dwPriority, DWORD dwFlags, LONG lVolume, LONG lFrequency, LONG lPan )
{
HRESULT hr;
BOOL bRestored;
if( m_apDSBuffer == NULL )
return CO_E_NOTINITIALIZED;
LPDIRECTSOUNDBUFFER pDSB = GetFreeBuffer();
if( pDSB == NULL )
return DXUT_ERR( L"GetFreeBuffer", E_FAIL );
// Restore the buffer if it was lost
if( FAILED( hr = RestoreBuffer( pDSB, &bRestored ) ) )
return DXUT_ERR( L"RestoreBuffer", hr );
if( bRestored )
{
// The buffer was restored, so we need to fill it with new data
if( FAILED( hr = FillBufferWithSound( pDSB, FALSE ) ) )
return DXUT_ERR( L"FillBufferWithSound", hr );
}
if( m_dwCreationFlags & DSBCAPS_CTRLVOLUME )
{
pDSB->SetVolume( lVolume );
}
if( lFrequency != -1 &&
( m_dwCreationFlags & DSBCAPS_CTRLFREQUENCY ) )
{
pDSB->SetFrequency( lFrequency );
}
if( m_dwCreationFlags & DSBCAPS_CTRLPAN )
{
pDSB->SetPan( lPan );
}
return pDSB->Play( 0, dwPriority, dwFlags );
}
//-----------------------------------------------------------------------------
// Name: CSound::Play3D()
// Desc: Plays the sound using voice management flags. Pass in DSBPLAY_LOOPING
// in the dwFlags to loop the sound
//-----------------------------------------------------------------------------
HRESULT CSound::Play3D( LPDS3DBUFFER p3DBuffer, DWORD dwPriority, DWORD dwFlags, LONG lFrequency )
{
HRESULT hr;
BOOL bRestored;
DWORD dwBaseFrequency;
if( m_apDSBuffer == NULL )
return CO_E_NOTINITIALIZED;
LPDIRECTSOUNDBUFFER pDSB = GetFreeBuffer();
if( pDSB == NULL )
return DXUT_ERR( L"GetFreeBuffer", E_FAIL );
// Restore the buffer if it was lost
if( FAILED( hr = RestoreBuffer( pDSB, &bRestored ) ) )
return DXUT_ERR( L"RestoreBuffer", hr );
if( bRestored )
{
// The buffer was restored, so we need to fill it with new data
if( FAILED( hr = FillBufferWithSound( pDSB, FALSE ) ) )
return DXUT_ERR( L"FillBufferWithSound", hr );
}
if( m_dwCreationFlags & DSBCAPS_CTRLFREQUENCY )
{
pDSB->GetFrequency( &dwBaseFrequency );
pDSB->SetFrequency( dwBaseFrequency + lFrequency );
}
// QI for the 3D buffer
LPDIRECTSOUND3DBUFFER pDS3DBuffer;
hr = pDSB->QueryInterface( IID_IDirectSound3DBuffer, ( VOID** )&pDS3DBuffer );
if( SUCCEEDED( hr ) )
{
hr = pDS3DBuffer->SetAllParameters( p3DBuffer, DS3D_IMMEDIATE );
if( SUCCEEDED( hr ) )
{
hr = pDSB->Play( 0, dwPriority, dwFlags );
}
pDS3DBuffer->Release();
}
return hr;
}
//-----------------------------------------------------------------------------
// Name: CSound::Stop()
// Desc: Stops the sound from playing
//-----------------------------------------------------------------------------
HRESULT CSound::Stop()
{
if( m_apDSBuffer == NULL )
return CO_E_NOTINITIALIZED;
HRESULT hr = 0;
for( DWORD i = 0; i < m_dwNumBuffers; i++ )
hr |= m_apDSBuffer[i]->Stop();
return hr;
}
//-----------------------------------------------------------------------------
// Name: CSound::Reset()
// Desc: Reset all of the sound buffers
//-----------------------------------------------------------------------------
HRESULT CSound::Reset()
{
if( m_apDSBuffer == NULL )
return CO_E_NOTINITIALIZED;
HRESULT hr = 0;
for( DWORD i = 0; i < m_dwNumBuffers; i++ )
hr |= m_apDSBuffer[i]->SetCurrentPosition( 0 );
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 == NULL )
return FALSE;
for( DWORD i = 0; i < m_dwNumBuffers; i++ )
{
if( m_apDSBuffer[i] )
{
DWORD dwStatus = 0;
m_apDSBuffer[i]->GetStatus( &dwStatus );
bIsPlaying |= ( ( dwStatus & DSBSTATUS_PLAYING ) != 0 );
}
}
return bIsPlaying;
}
//-----------------------------------------------------------------------------
// Name: CStreamingSound::CStreamingSound()
// Desc: Setups up a buffer so data can be streamed from the wave file into
// a buffer. This is very useful for large wav files that would take a
// while to load. The buffer is initially filled with data, then
// as sound is played the notification events are signaled and more data
// is written into the buffer by calling HandleWaveStreamNotification()
//-----------------------------------------------------------------------------
CStreamingSound::CStreamingSound( LPDIRECTSOUNDBUFFER pDSBuffer, DWORD dwDSBufferSize,
CWaveFile* pWaveFile, DWORD dwNotifySize ) : CSound( &pDSBuffer, dwDSBufferSize, 1,
pWaveFile, 0 )
{
m_dwLastPlayPos = 0;
m_dwPlayProgress = 0;
m_dwNotifySize = dwNotifySize;
m_dwNextWriteOffset = 0;
m_bFillNextNotificationWithSilence = FALSE;
}
//-----------------------------------------------------------------------------
// Name: CStreamingSound::~CStreamingSound()
// Desc: Destroys the class
//-----------------------------------------------------------------------------
CStreamingSound::~CStreamingSound()
{
}
//-----------------------------------------------------------------------------
// Name: CStreamingSound::HandleWaveStreamNotification()
// Desc: Handle the notification that tells us to put more wav data in the
// circular buffer
//-----------------------------------------------------------------------------
HRESULT CStreamingSound::HandleWaveStreamNotification( BOOL bLoopedPlay )
{
HRESULT hr;
DWORD dwCurrentPlayPos;
DWORD dwPlayDelta;
DWORD dwBytesWrittenToBuffer;
VOID* pDSLockedBuffer = NULL;
VOID* pDSLockedBuffer2 = NULL;
DWORD dwDSLockedBufferSize;
DWORD dwDSLockedBufferSize2;
if( m_apDSBuffer == NULL || m_pWaveFile == NULL )
return CO_E_NOTINITIALIZED;
// Restore the buffer if it was lost
BOOL bRestored;
if( FAILED( hr = RestoreBuffer( m_apDSBuffer[0], &bRestored ) ) )
return DXUT_ERR( L"RestoreBuffer", hr );
if( bRestored )
{
// The buffer was restored, so we need to fill it with new data
if( FAILED( hr = FillBufferWithSound( m_apDSBuffer[0], FALSE ) ) )
return DXUT_ERR( L"FillBufferWithSound", hr );
return S_OK;
}
// Lock the DirectSound buffer
if( FAILED( hr = m_apDSBuffer[0]->Lock( m_dwNextWriteOffset, m_dwNotifySize,
&pDSLockedBuffer, &dwDSLockedBufferSize,
&pDSLockedBuffer2, &dwDSLockedBufferSize2, 0L ) ) )
return DXUT_ERR( L"Lock", hr );
// m_dwDSBufferSize and m_dwNextWriteOffset are both multiples of m_dwNotifySize,
// it should the second buffer, so it should never be valid
if( pDSLockedBuffer2 != NULL )
return E_UNEXPECTED;
if( !m_bFillNextNotificationWithSilence )
{
// Fill the DirectSound buffer with wav data
if( FAILED( hr = m_pWaveFile->Read( ( BYTE* )pDSLockedBuffer,
dwDSLockedBufferSize,
&dwBytesWrittenToBuffer ) ) )
return DXUT_ERR( L"Read", hr );
}
else
{
// Fill the DirectSound buffer with silence
FillMemory( pDSLockedBuffer, dwDSLockedBufferSize,
( BYTE )( m_pWaveFile->m_pwfx->wBitsPerSample == 8 ? 128 : 0 ) );
dwBytesWrittenToBuffer = dwDSLockedBufferSize;
}
// If the number of bytes written is less than the
// amount we requested, we have a short file.
if( dwBytesWrittenToBuffer < dwDSLockedBufferSize )
{
if( !bLoopedPlay )
{
// Fill in silence for the rest of the buffer.
FillMemory( ( BYTE* )pDSLockedBuffer + dwBytesWrittenToBuffer,
dwDSLockedBufferSize - dwBytesWrittenToBuffer,
( BYTE )( m_pWaveFile->m_pwfx->wBitsPerSample == 8 ? 128 : 0 ) );
// Any future notifications should just fill the buffer with silence
m_bFillNextNotificationWithSilence = TRUE;
}
else
{
// We are looping, so reset the file and fill the buffer with wav data
DWORD dwReadSoFar = dwBytesWrittenToBuffer; // 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 DXUT_ERR( L"ResetFile", hr );
if( FAILED( hr = m_pWaveFile->Read( ( BYTE* )pDSLockedBuffer + dwReadSoFar,
dwDSLockedBufferSize - dwReadSoFar,
&dwBytesWrittenToBuffer ) ) )
return DXUT_ERR( L"Read", hr );
dwReadSoFar += dwBytesWrittenToBuffer;
}
}
}
// Unlock the DirectSound buffer
m_apDSBuffer[0]->Unlock( pDSLockedBuffer, dwDSLockedBufferSize, NULL, 0 );
// Figure out how much data has been played so far. When we have played
// past the end of the file, we will either need to start filling the
// buffer with silence or starting reading from the beginning of the file,
// depending if the user wants to loop the sound
if( FAILED( hr = m_apDSBuffer[0]->GetCurrentPosition( &dwCurrentPlayPos, NULL ) ) )
return DXUT_ERR( L"GetCurrentPosition", hr );
// Check to see if the position counter looped
if( dwCurrentPlayPos < m_dwLastPlayPos )
dwPlayDelta = ( m_dwDSBufferSize - m_dwLastPlayPos ) + dwCurrentPlayPos;
else
dwPlayDelta = dwCurrentPlayPos - m_dwLastPlayPos;
m_dwPlayProgress += dwPlayDelta;
m_dwLastPlayPos = dwCurrentPlayPos;
// If we are now filling the buffer with silence, then we have found the end so
// check to see if the entire sound has played, if it has then stop the buffer.
if( m_bFillNextNotificationWithSilence )
{
// We don't want to cut off the sound before it's done playing.
if( m_dwPlayProgress >= m_pWaveFile->GetSize() )
{
m_apDSBuffer[0]->Stop();
}
}
// Update where the buffer will lock (for next time)
m_dwNextWriteOffset += dwDSLockedBufferSize;
m_dwNextWriteOffset %= m_dwDSBufferSize; // Circular buffer
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CStreamingSound::Reset()
// Desc: Resets the sound so it will begin playing at the beginning
//-----------------------------------------------------------------------------
HRESULT CStreamingSound::Reset()
{
HRESULT hr;
if( m_apDSBuffer[0] == NULL || m_pWaveFile == NULL )
return CO_E_NOTINITIALIZED;
m_dwLastPlayPos = 0;
m_dwPlayProgress = 0;
m_dwNextWriteOffset = 0;
m_bFillNextNotificationWithSilence = FALSE;
// Restore the buffer if it was lost
BOOL bRestored;
if( FAILED( hr = RestoreBuffer( m_apDSBuffer[0], &bRestored ) ) )
return DXUT_ERR( L"RestoreBuffer", hr );
if( bRestored )
{
// The buffer was restored, so we need to fill it with new data
if( FAILED( hr = FillBufferWithSound( m_apDSBuffer[0], FALSE ) ) )
return DXUT_ERR( L"FillBufferWithSound", hr );
}
m_pWaveFile->ResetFile();
return m_apDSBuffer[0]->SetCurrentPosition( 0L );
}