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: Audio Path 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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This sample shows the effects of playing multiple files across different audio
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paths, how they can be mixed, and how music is played at the tempo of the primary
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audio path.
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Path
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====
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Source: DXSDK\Samples\Multimedia\VBSamples\DirectMusic\vbAudioPath
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Executable: DXSDK\Samples\Multimedia\VBSamples\DirectMusic\bin
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User's Guide
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============
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You may add one file to the 'Primary' audio path, and 0 to 5 files to each of the two
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secondary audio paths. Each audio path can be played separately and has separate controls
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for volume and 3D positioning.
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Programming Notes
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=================
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At the start of the application we create 3 default audio paths. We allow 1 audio file
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to be loaded into the first audio path, and 0 to 5 loaded in each of the next two. When
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Play is clicked on the first audio path, we call PlaySegmentEx with the DMUS_SEGF_DEFAULT
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flag to clarify that this is the primary segment. Each of the other audio paths call
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PlaySegmentEX with the DMUS_SEGF_SECONDARY flag to play as secondary segments.
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If Looping is selected on an audio path we call SetRepeats with INIFINITE, otherwise we
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call SetRepeats with 0. To change the volume or 3D Positioning of any audio path we first
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call GetObjectInPath to retreive a DirectSoundSecondaryBuffer or DirectSound3DBuffer, and
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then call SetVolume or SetPosition, respectively.
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