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: AmplitudeModulation 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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//-----------------------------------------------------------------------------
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Description
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===========
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The AmplitudeModulation sample shows how to apply an effect to a
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DirectSound secondary buffer and modify the parameters of the effect.
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Path
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====
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Source: DXSDK\Samples\Multimedia\DSound\AmplitudeModulation
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Executable: DXSDK\Samples\Multimedia\DSound\Bin
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User's Guide
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============
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Play the default sound or load another wave file by clicking Sound File.
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Change the parameters of the effect by selecting one of the Wave Form
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options and moving the slider to change the modulation rate.
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Programming Notes
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=================
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For a simpler example of how to setup a DirectSound buffer without a
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DirectSound effect, see the PlaySound sample.
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* To set an effect on a buffer
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1. Make sure the buffer is created with the DSBCAPS_CTRLFX flag.
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2. Fill out a DSEFFECTDESC struct setting the guidDSFXClass
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to the GUID of the effect desired.
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3. Call IDirectSoundBuffer8::SetFX passing in the DSEFFECTDESC struct.
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4. Call IDirectSoundBuffer8::GetObjectInPath to get a interface
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pointer to the effect in the buffer, such as IDirectSoundFXGargle.
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* To control various parameters of the gargle effect:
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1. Fill out a DSFXGargle struct with desired params
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2. Call IDirectSoundFXGargle::SetAllParameters
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