Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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//-----------------------------------------------------------------------------
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//
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// Sample Name: AudioFx Sample
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//
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// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
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//
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// GM/GS<47> Sound Set Copyright <20>1996, Roland Corporation U.S.
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//
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//-----------------------------------------------------------------------------
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Description
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===========
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The sample demonstrates:
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(1) how to use standard effects (FX) with DirectMusic
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(2) how to manipulate FX parameters - and what the results sounds like
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Path
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====
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Source: DXSDK\Samples\Multimedia\DirectMusic\AudioFx
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Executable: DXSDK\Samples\Multimedia\DirectMusic\Bin
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User's Guide
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============
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- make sure a sound file is loaded (can be WAV, MID, or RMI), a default
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sound file should be loaded for you.
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- by default, no FX are enabled. try playing the sound to see what it
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orginally sounds like.
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- enable one or more FXs by checking the checkboxes on the left, under
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the column "Enable".
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- Hit play to hear the FX applied.
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- you can adjust parameters for any FX by using the frame on the right.
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(choose which FX to adjust by choosing an option under the "Adjust"
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column on the left. If you are adjusting parametesr for an active
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FX while sound is playing, you will hearing the difference immediately.
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Programming Notes
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=================
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To Enable a stand effect, ultimately, you need to obtain a LPDIRECTSOUNDBUFFER8
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interface pointer. Fill one or more DSEFFECTDESC structs, and pass them into
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IDirectSoundBuffer8::SetFX( ). This functionality is encapsulated by the sample
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in the CSoundFXManager.
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Much of the code is for manipulating the UI, and is loosely coupled with
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the FX code.
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