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>
This commit is contained in:
@@ -0,0 +1,58 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Sample Name: SimpleAudioPath Sample
|
||||
//
|
||||
// Copyright (C) 1999-2001 Microsoft Corporation. All rights reserved.
|
||||
//
|
||||
// GM/GS<47> Sound Set Copyright <20>1996, Roland Corporation U.S.
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The AudioPath sample demonstrates how different sounds can be played
|
||||
on an audiopath, and how the parameters of all sounds are affected
|
||||
by changes made on the audiopath.
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\VBSamples\DirectMusic\SimpleAudioPath
|
||||
|
||||
Executable: DXSDK\Samples\Multimedia\VBSamples\DirectMusic\Bin
|
||||
|
||||
User's Guide
|
||||
============
|
||||
Click Lullaby, Snore, and Mumble to play different sounds. Adjust the
|
||||
3-D position of the sounds by using the sliders. Click Rude Awakening
|
||||
to play a different sound and stop all other sounds.
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
The AudioPath differs by showing some of the various uses of an
|
||||
audiopath. Here's how:
|
||||
|
||||
* Upon init.
|
||||
1. Calls DirectMusicPerformance8::CreateStandardAudioPath passing
|
||||
in DMUS_APATH_DYNAMIC_3D to create a 3D audiopath.
|
||||
2. Loads all of the files needed for this sample.
|
||||
|
||||
* Upon 3D positoin slider change. See SetPosition
|
||||
1. Calls DirectMusicAudioPath.GetObjectInPath on the 3D audiopath to
|
||||
get the DirectSound3DBuffer from it.
|
||||
2. Calls DirectSound3DBuffer.SetPosition to set a new 3D position on
|
||||
the buffer of the audiopath.
|
||||
|
||||
* Upon button click. See cmdSeg_Click.
|
||||
- If its the first button, "Lullaby", this plays the primary segment
|
||||
on the 3D audiopath by calling PlaySegmentEx passing in
|
||||
DMUS_SEGF_DEFAULT and the 3D audiopath.
|
||||
- If its the second or third button, this plays a secondary segment
|
||||
on the 3D audiopath by calling PlaySegmentEx passing in
|
||||
DMUS_SEGF_DEFAULT or DMUS_SEGF_SECONDARY and the 3D audiopath.
|
||||
- If its the forth button, "Rude Awakening", this plays a primary segment
|
||||
on the 3D audiopath by calling PlaySegmentEx passing in
|
||||
the 3D audiopath, and setting the pFrom to the 3D audiopath.
|
||||
This causes all currently playing segments to stop when this one starts.
|
||||
|
||||
Reference in New Issue
Block a user