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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// File: PlaySound.cpp
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//
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// Desc: The PlaySound sample shows how to load and play a wave file using
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// a DirectSound buffer.
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//
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// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <windows.h>
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#include <basetsd.h>
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#include <commdlg.h>
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#include <mmreg.h>
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#include <dxerr8.h>
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#include <dsound.h>
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#include "resource.h"
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#include "DSUtil.h"
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#include "DXUtil.h"
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//-----------------------------------------------------------------------------
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// Function-prototypes
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//-----------------------------------------------------------------------------
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INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
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VOID OnInitDialog( HWND hDlg );
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VOID OnOpenSoundFile( HWND hDlg );
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HRESULT OnPlaySound( HWND hDlg );
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HRESULT PlayBuffer( BOOL bLooped );
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VOID OnTimer( HWND hDlg );
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VOID EnablePlayUI( HWND hDlg, BOOL bEnable );
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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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CSoundManager* g_pSoundManager = NULL;
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CSound* g_pSound = NULL;
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BOOL g_bBufferPaused;
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point for the application. Since we use a simple dialog for
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// user interaction we don't need to pump messages.
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//-----------------------------------------------------------------------------
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INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR pCmdLine,
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INT nCmdShow )
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{
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// Display the main dialog box.
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DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN), NULL, MainDlgProc );
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// Name: MainDlgProc()
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// Desc: Handles dialog messages
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//-----------------------------------------------------------------------------
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INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
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{
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HRESULT hr;
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switch( msg )
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{
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case WM_INITDIALOG:
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OnInitDialog( hDlg );
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break;
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case WM_COMMAND:
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switch( LOWORD(wParam) )
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{
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case IDC_SOUNDFILE:
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OnOpenSoundFile( hDlg );
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break;
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case IDCANCEL:
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EndDialog( hDlg, IDCANCEL );
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break;
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case IDC_PLAY:
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// The 'play'/'pause' button was pressed
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if( FAILED( hr = OnPlaySound( hDlg ) ) )
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{
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DXTRACE_ERR( TEXT("OnPlaySound"), hr );
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MessageBox( hDlg, "Error playing DirectSound buffer. "
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"Sample will now exit.", "DirectSound Sample",
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MB_OK | MB_ICONERROR );
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EndDialog( hDlg, IDABORT );
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}
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break;
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case IDC_STOP:
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if( g_pSound )
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{
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g_pSound->Stop();
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g_pSound->Reset();
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}
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EnablePlayUI( hDlg, TRUE );
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break;
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default:
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return FALSE; // Didn't handle message
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}
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break;
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case WM_TIMER:
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OnTimer( hDlg );
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break;
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case WM_DESTROY:
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// Cleanup everything
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KillTimer( hDlg, 1 );
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SAFE_DELETE( g_pSound );
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SAFE_DELETE( g_pSoundManager );
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break;
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default:
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return FALSE; // Didn't handle message
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}
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return TRUE; // Handled message
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}
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|
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|
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//-----------------------------------------------------------------------------
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// Name: OnInitDialog()
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// Desc: Initializes the dialogs (sets up UI controls, etc.)
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//-----------------------------------------------------------------------------
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VOID OnInitDialog( HWND hDlg )
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{
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HRESULT hr;
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// Load the icon
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#ifdef _WIN64
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HINSTANCE hInst = (HINSTANCE) GetWindowLongPtr( hDlg, GWLP_HINSTANCE );
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#else
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HINSTANCE hInst = (HINSTANCE) GetWindowLong( hDlg, GWL_HINSTANCE );
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#endif
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HICON hIcon = LoadIcon( hInst, MAKEINTRESOURCE( IDR_MAINFRAME ) );
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// Set the icon for this dialog.
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SendMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
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SendMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
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// Create a static IDirectSound in the CSound class.
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// Set coop level to DSSCL_PRIORITY, and set primary buffer
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// format to stereo, 22kHz and 16-bit output.
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g_pSoundManager = new CSoundManager();
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if( FAILED( hr = g_pSoundManager->Initialize( hDlg, DSSCL_PRIORITY, 2, 22050, 16 ) ) )
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||||
{
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DXTRACE_ERR( TEXT("Initialize"), hr );
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MessageBox( hDlg, "Error initializing DirectSound. Sample will now exit.",
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"DirectSound Sample", MB_OK | MB_ICONERROR );
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EndDialog( hDlg, IDABORT );
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return;
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}
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g_bBufferPaused = FALSE;
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// Create a timer, so we can check for when the soundbuffer is stopped
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SetTimer( hDlg, 0, 250, NULL );
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// Set the UI controls
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("No file loaded.") );
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}
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||||
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||||
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||||
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//-----------------------------------------------------------------------------
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// Name: OnOpenSoundFile()
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// Desc: Called when the user requests to open a sound file
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//-----------------------------------------------------------------------------
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VOID OnOpenSoundFile( HWND hDlg )
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||||
{
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HRESULT hr;
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static TCHAR strFileName[MAX_PATH] = TEXT("");
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static TCHAR strPath[MAX_PATH] = TEXT("");
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// Setup the OPENFILENAME structure
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OPENFILENAME ofn = { sizeof(OPENFILENAME), hDlg, NULL,
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TEXT("Wave Files\0*.wav\0All Files\0*.*\0\0"), NULL,
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0, 1, strFileName, MAX_PATH, NULL, 0, strPath,
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TEXT("Open Sound File"),
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OFN_FILEMUSTEXIST|OFN_HIDEREADONLY, 0, 0,
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TEXT(".wav"), 0, NULL, NULL };
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||||
|
||||
// Get the default media path (something like C:\WINDOWS\MEDIA)
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if( '\0' == strPath[0] )
|
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{
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GetWindowsDirectory( strPath, MAX_PATH );
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if( strcmp( &strPath[strlen(strPath)], TEXT("\\") ) )
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strcat( strPath, TEXT("\\") );
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strcat( strPath, TEXT("MEDIA") );
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}
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if( g_pSound )
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{
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g_pSound->Stop();
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g_pSound->Reset();
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}
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// Update the UI controls to show the sound as loading a file
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EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), FALSE);
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EnableWindow( GetDlgItem( hDlg, IDC_STOP ), FALSE);
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Loading file...") );
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// Display the OpenFileName dialog. Then, try to load the specified file
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if( TRUE != GetOpenFileName( &ofn ) )
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{
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Load aborted.") );
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return;
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}
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
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|
||||
// Free any previous sound, and make a new one
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SAFE_DELETE( g_pSound );
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// Load the wave file into a DirectSound buffer
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if( FAILED( hr = g_pSoundManager->Create( &g_pSound, strFileName, 0, GUID_NULL ) ) )
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||||
{
|
||||
// Not a critical failure, so just update the status
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DXTRACE_ERR_NOMSGBOX( TEXT("Create"), hr );
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Could not create sound buffer.") );
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return;
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}
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// Update the UI controls to show the sound as the file is loaded
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SetDlgItemText( hDlg, IDC_FILENAME, strFileName );
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EnablePlayUI( hDlg, TRUE );
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// Remember the path for next time
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strcpy( strPath, strFileName );
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char* strLastSlash = strrchr( strPath, '\\' );
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strLastSlash[0] = '\0';
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}
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||||
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||||
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||||
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//-----------------------------------------------------------------------------
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||||
// Name: OnPlaySound()
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// Desc: User hit the "Play" button
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||||
//-----------------------------------------------------------------------------
|
||||
HRESULT OnPlaySound( HWND hDlg )
|
||||
{
|
||||
HRESULT hr;
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||||
|
||||
HWND hLoopButton = GetDlgItem( hDlg, IDC_LOOP_CHECK );
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BOOL bLooped = ( SendMessage( hLoopButton, BM_GETSTATE, 0, 0 ) == BST_CHECKED );
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||||
|
||||
if( g_bBufferPaused )
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||||
{
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||||
// Play the buffer since it is currently paused
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||||
DWORD dwFlags = bLooped ? DSBPLAY_LOOPING : 0L;
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||||
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;
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||||
EnablePlayUI( hDlg, FALSE );
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||||
}
|
||||
else
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||||
{
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||||
if( g_pSound->IsSoundPlaying() )
|
||||
{
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||||
// To pause, just stop the buffer, but don't reset the position
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||||
if( g_pSound )
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||||
g_pSound->Stop();
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||||
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g_bBufferPaused = TRUE;
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SetDlgItemText( hDlg, IDC_PLAY, "Play" );
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||||
}
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||||
else
|
||||
{
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||||
// The buffer is not playing, so play it again
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||||
DWORD dwFlags = bLooped ? DSBPLAY_LOOPING : 0L;
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||||
if( FAILED( hr = g_pSound->Play( 0, dwFlags ) ) )
|
||||
return DXTRACE_ERR( TEXT("Play"), hr );
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||||
|
||||
// Update the UI controls to show the sound as playing
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||||
g_bBufferPaused = FALSE;
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||||
EnablePlayUI( hDlg, FALSE );
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||||
}
|
||||
}
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: EnablePlayUI( hDlg,)
|
||||
// Desc: Enables or disables the Play UI controls
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID EnablePlayUI( HWND hDlg, BOOL bEnable )
|
||||
{
|
||||
if( bEnable )
|
||||
{
|
||||
EnableWindow( GetDlgItem( hDlg, IDC_LOOP_CHECK ), TRUE );
|
||||
EnableWindow( GetDlgItem( hDlg, IDC_STOP ), FALSE );
|
||||
|
||||
EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), TRUE );
|
||||
SetFocus( GetDlgItem( hDlg, IDC_PLAY ) );
|
||||
SetDlgItemText( hDlg, IDC_PLAY, "&Play" );
|
||||
}
|
||||
else
|
||||
{
|
||||
EnableWindow( GetDlgItem( hDlg, IDC_LOOP_CHECK ), FALSE );
|
||||
EnableWindow( GetDlgItem( hDlg, IDC_STOP ), TRUE );
|
||||
SetFocus( GetDlgItem( hDlg, IDC_STOP ) );
|
||||
|
||||
EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), TRUE );
|
||||
SetDlgItemText( hDlg, IDC_PLAY, "&Pause" );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,143 @@
|
||||
# Microsoft Developer Studio Project File - Name="PlaySound" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=PlaySound - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "playsound.mak".
|
||||
!MESSAGE
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "playsound.mak" CFG="PlaySound - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "PlaySound - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "PlaySound - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
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||||
# PROP Scc_ProjName ""
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||||
# PROP Scc_LocalPath ""
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||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "PlaySound - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
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||||
# PROP BASE Use_Debug_Libraries 0
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||||
# PROP BASE Output_Dir "Release"
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||||
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# PROP Use_MFC 0
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# PROP Output_Dir "Release"
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# PROP Intermediate_Dir "Release"
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||||
# PROP Ignore_Export_Lib 0
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||||
# PROP Target_Dir ""
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||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
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||||
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\common\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
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||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "NDEBUG"
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# ADD RSC /l 0x409 /d "NDEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
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||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
# ADD LINK32 dxerr8.lib winmm.lib dsound.lib dxguid.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386 /stack:0x200000,0x200000
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||||
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!ELSEIF "$(CFG)" == "PlaySound - Win32 Debug"
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# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
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# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\common\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
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# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "_DEBUG"
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||||
# ADD RSC /l 0x409 /d "_DEBUG"
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BSC32=bscmake.exe
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||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
|
||||
# ADD LINK32 comctl32.lib dxerr8.lib winmm.lib dsound.lib dxguid.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
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||||
|
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# Name "PlaySound - Win32 Release"
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# Name "PlaySound - Win32 Debug"
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# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
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# Begin Source File
|
||||
|
||||
SOURCE=.\playsound.cpp
|
||||
# End Source File
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||||
# End Group
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# Begin Group "Resource Files"
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|
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# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
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||||
# Begin Source File
|
||||
|
||||
SOURCE=.\directx.ico
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\direcx.ico
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\playsound.rc
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\resource.h
|
||||
# End Source File
|
||||
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|
||||
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|
||||
|
||||
# PROP Default_Filter ""
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\src\dsutil.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\include\dsutil.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\src\dxutil.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\include\dxutil.h
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\readme.txt
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "PlaySound"=.\playsound.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
@@ -0,0 +1,221 @@
|
||||
# Microsoft Developer Studio Generated NMAKE File, Based on playsound.dsp
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=PlaySound - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to PlaySound - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "PlaySound - Win32 Release" && "$(CFG)" != "PlaySound - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(CFG)" specified.
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "playsound.mak" CFG="PlaySound - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "PlaySound - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "PlaySound - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
!ERROR An invalid configuration is specified.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(OS)" == "Windows_NT"
|
||||
NULL=
|
||||
!ELSE
|
||||
NULL=nul
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" == "PlaySound - Win32 Release"
|
||||
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Release
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\playsound.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\dsutil.obj"
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\playsound.obj"
|
||||
-@erase "$(INTDIR)\playsound.res"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(OUTDIR)\playsound.exe"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /ML /W3 /GX /O2 /I "..\..\common\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\playsound.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\playsound.res" /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\playsound.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=dxerr8.lib winmm.lib dsound.lib dxguid.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\playsound.pdb" /machine:I386 /out:"$(OUTDIR)\playsound.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\playsound.obj" \
|
||||
"$(INTDIR)\dsutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\playsound.res"
|
||||
|
||||
"$(OUTDIR)\playsound.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "PlaySound - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\playsound.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\dsutil.obj"
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\playsound.obj"
|
||||
-@erase "$(INTDIR)\playsound.res"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(OUTDIR)\playsound.exe"
|
||||
-@erase "$(OUTDIR)\playsound.ilk"
|
||||
-@erase "$(OUTDIR)\playsound.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /I "..\..\common\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\playsound.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\playsound.res" /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\playsound.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=comctl32.lib dxerr8.lib winmm.lib dsound.lib dxguid.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\playsound.pdb" /debug /machine:I386 /out:"$(OUTDIR)\playsound.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\playsound.obj" \
|
||||
"$(INTDIR)\dsutil.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\playsound.res"
|
||||
|
||||
"$(OUTDIR)\playsound.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("playsound.dep")
|
||||
!INCLUDE "playsound.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "playsound.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "PlaySound - Win32 Release" || "$(CFG)" == "PlaySound - Win32 Debug"
|
||||
SOURCE=.\playsound.cpp
|
||||
|
||||
"$(INTDIR)\playsound.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
SOURCE=.\playsound.rc
|
||||
|
||||
"$(INTDIR)\playsound.res" : $(SOURCE) "$(INTDIR)"
|
||||
$(RSC) $(RSC_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\common\src\dsutil.cpp
|
||||
|
||||
"$(INTDIR)\dsutil.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\common\src\dxutil.cpp
|
||||
|
||||
"$(INTDIR)\dxutil.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
@@ -0,0 +1,148 @@
|
||||
//Microsoft Developer Studio generated resource script.
|
||||
//
|
||||
#include "resource.h"
|
||||
|
||||
#define APSTUDIO_READONLY_SYMBOLS
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Generated from the TEXTINCLUDE 2 resource.
|
||||
//
|
||||
#include "afxres.h"
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
#undef APSTUDIO_READONLY_SYMBOLS
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// English (U.S.) resources
|
||||
|
||||
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
|
||||
#ifdef _WIN32
|
||||
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
|
||||
#pragma code_page(1252)
|
||||
#endif //_WIN32
|
||||
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// TEXTINCLUDE
|
||||
//
|
||||
|
||||
1 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"resource.h\0"
|
||||
END
|
||||
|
||||
2 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"#include ""afxres.h""\r\n"
|
||||
"\0"
|
||||
END
|
||||
|
||||
3 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"#define _AFX_NO_SPLITTER_RESOURCES\r\n"
|
||||
"#define _AFX_NO_OLE_RESOURCES\r\n"
|
||||
"#define _AFX_NO_TRACKER_RESOURCES\r\n"
|
||||
"#define _AFX_NO_PROPERTY_RESOURCES\r\n"
|
||||
"\r\n"
|
||||
"#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)\r\n"
|
||||
"#ifdef _WIN32\r\n"
|
||||
"LANGUAGE 9, 1\r\n"
|
||||
"#pragma code_page(1252)\r\n"
|
||||
"#endif\r\n"
|
||||
"#include ""afxres.rc"" // Standard components\r\n"
|
||||
"#endif\0"
|
||||
END
|
||||
|
||||
#endif // APSTUDIO_INVOKED
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Icon
|
||||
//
|
||||
|
||||
// Icon with lowest ID value placed first to ensure application icon
|
||||
// remains consistent on all systems.
|
||||
IDR_MAINFRAME ICON DISCARDABLE "directx.ico"
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Dialog
|
||||
//
|
||||
|
||||
IDD_MAIN DIALOGEX 0, 0, 260, 47
|
||||
STYLE DS_MODALFRAME | DS_CENTER | WS_MINIMIZEBOX | WS_POPUP | WS_VISIBLE |
|
||||
WS_CAPTION | WS_SYSMENU
|
||||
CAPTION "PlaySound"
|
||||
FONT 8, "MS Shell Dlg"
|
||||
BEGIN
|
||||
DEFPUSHBUTTON "Sound &file...",IDC_SOUNDFILE,7,7,46,13
|
||||
LTEXT "Static",IDC_FILENAME,68,7,185,13,SS_CENTERIMAGE,
|
||||
WS_EX_CLIENTEDGE
|
||||
CONTROL "&Loop sound",IDC_LOOP_CHECK,"Button",BS_AUTOCHECKBOX |
|
||||
WS_TABSTOP,6,28,53,10
|
||||
PUSHBUTTON "&Play",IDC_PLAY,68,26,50,14,WS_DISABLED
|
||||
PUSHBUTTON "&Stop",IDC_STOP,118,26,50,14,WS_DISABLED
|
||||
PUSHBUTTON "E&xit",IDCANCEL,203,26,50,14
|
||||
END
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// DESIGNINFO
|
||||
//
|
||||
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
GUIDELINES DESIGNINFO DISCARDABLE
|
||||
BEGIN
|
||||
IDD_MAIN, DIALOG
|
||||
BEGIN
|
||||
LEFTMARGIN, 7
|
||||
RIGHTMARGIN, 253
|
||||
TOPMARGIN, 7
|
||||
BOTTOMMARGIN, 40
|
||||
END
|
||||
END
|
||||
#endif // APSTUDIO_INVOKED
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Accelerator
|
||||
//
|
||||
|
||||
IDR_ACCELERATOR1 ACCELERATORS DISCARDABLE
|
||||
BEGIN
|
||||
"F", IDC_SOUNDFILE, VIRTKEY, ALT, NOINVERT
|
||||
"L", IDC_LOOP_CHECK, VIRTKEY, ALT, NOINVERT
|
||||
"P", IDC_PLAY, VIRTKEY, ALT, NOINVERT
|
||||
"S", IDC_STOP, VIRTKEY, ALT, NOINVERT
|
||||
"X", IDCANCEL, VIRTKEY, ALT, NOINVERT
|
||||
END
|
||||
|
||||
#endif // English (U.S.) resources
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
#ifndef APSTUDIO_INVOKED
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Generated from the TEXTINCLUDE 3 resource.
|
||||
//
|
||||
#define _AFX_NO_SPLITTER_RESOURCES
|
||||
#define _AFX_NO_OLE_RESOURCES
|
||||
#define _AFX_NO_TRACKER_RESOURCES
|
||||
#define _AFX_NO_PROPERTY_RESOURCES
|
||||
|
||||
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
|
||||
#ifdef _WIN32
|
||||
LANGUAGE 9, 1
|
||||
#pragma code_page(1252)
|
||||
#endif
|
||||
#include "afxres.rc" // Standard components
|
||||
#endif
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
#endif // not APSTUDIO_INVOKED
|
||||
|
||||
@@ -0,0 +1,66 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Sample Name: PlaySound Sample
|
||||
//
|
||||
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The PlaySound sample shows how to play a wave file in a DirectSound
|
||||
secondary buffer.
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\DSound\PlaySound
|
||||
|
||||
Executable: DXSDK\Samples\Multimedia\DSound\Bin
|
||||
|
||||
User's Guide
|
||||
============
|
||||
Load a wave file by clicking Sound File. Select Loop Sound if you want
|
||||
it to play repeatedly. Click Play.
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
The basic tasks write an application that supports DirectSound are as follows:
|
||||
|
||||
* Set up DirectSound:
|
||||
1. Call DirectSoundCreate to create a IDirectSound object
|
||||
2. Call IDirectSound::SetCooperativeLevel to set the cooperative level.
|
||||
3. Set the primary buffer format. This sample calls
|
||||
DSUtil_SetPrimaryBufferFormat() to do just this.
|
||||
|
||||
* Load a wav file into a DirectSound buffer:
|
||||
1. Read the wav file to get the wav file size, and the wav format
|
||||
in the format a WAVEFORMATEX structure.
|
||||
2. If the wav file of reasonable size, then create a DirectSound buffer
|
||||
big enough to hold the entire wav file, and set it's format to
|
||||
that of the wav file. If the wav file large, then see the
|
||||
StreamData sample for information on how to stream data into a
|
||||
DirectSound buffer.
|
||||
3. Next, fill the DirectSound buffer with wav data. A pointer into the
|
||||
buffer can be obtained by calling IDirectSoundBuffer::Lock. After the
|
||||
memory has been copied, call IDirectSoundBuffer::Unlock.
|
||||
|
||||
* Play or stop the DirectSound buffer:
|
||||
1. First, check to see if the buffer was not lost. If it was, then it will
|
||||
need to be restored.
|
||||
2. To play the buffer call IDirectSoundBuffer::Play.
|
||||
3. To stop the buffer call IDirectSoundBuffer::Stop.
|
||||
|
||||
* To check to see if the sound stopped:
|
||||
It may be useful to tell if a DirectSound buffer stopped playing. An easy
|
||||
way to do this would be to set a timer to trigger every so often. When the
|
||||
timer message is sent, call IDirectSoundBuffer::GetStatus to see if the
|
||||
DSBSTATUS_PLAYING is set. If it is not, then the sound has stopped.
|
||||
|
||||
* Handle restoring a DirectSound buffer:
|
||||
First call IDirectSoundBuffer::Restore. Next, fill the buffer with sound again
|
||||
since the sound data was lost from when the buffer was lost.
|
||||
|
||||
* Free DirectSound:
|
||||
Simply call Release() on all the DirectSound objects that were created.
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
//{{NO_DEPENDENCIES}}
|
||||
// Microsoft Developer Studio generated include file.
|
||||
// Used by PlaySound.rc
|
||||
//
|
||||
#define IDR_MAINFRAME 128
|
||||
#define IDD_MAIN 130
|
||||
#define IDR_ACCELERATOR1 131
|
||||
#define IDC_PLAY 1000
|
||||
#define IDC_STOP 1001
|
||||
#define IDC_LOOP_CHECK 1009
|
||||
#define IDC_SOUNDFILE 1011
|
||||
#define IDC_FILENAME 1015
|
||||
|
||||
// Next default values for new objects
|
||||
//
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
#ifndef APSTUDIO_READONLY_SYMBOLS
|
||||
#define _APS_NEXT_RESOURCE_VALUE 132
|
||||
#define _APS_NEXT_COMMAND_VALUE 32772
|
||||
#define _APS_NEXT_CONTROL_VALUE 1019
|
||||
#define _APS_NEXT_SYMED_VALUE 101
|
||||
#endif
|
||||
#endif
|
||||
Reference in New Issue
Block a user