//---------------------------------------------------------------------------- // File: StreamData.cpp // // Desc: The StreamData sample shows how to streaming wave data into // a DirectSound buffer. // // Copyright (c) 1999-2001 Microsoft Corp. All rights reserved. //----------------------------------------------------------------------------- #define STRICT #include #include #include #include #include #include #include "resource.h" #include "DSUtil.h" //----------------------------------------------------------------------------- // Function-prototypes //----------------------------------------------------------------------------- INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam ); DWORD WINAPI NotificationProc( LPVOID lpParameter ); VOID OnInitDialog( HWND hDlg ); HRESULT InitDirectSound( HWND hDlg ); HRESULT FreeDirectSound(); VOID OnOpenSoundFile( HWND hDlg ); VOID LoadWaveAndCreateBuffer( HWND hDlg, TCHAR* strFileName ); HRESULT InitDSoundNotification(); HRESULT PlayBuffer( BOOL bLooped ); HRESULT HandleNotification( BOOL bLooped ); VOID OnTimer( HWND hDlg ); VOID EnablePlayUI( HWND hDlg, BOOL bEnable ); //----------------------------------------------------------------------------- // Defines, constants, and global variables //----------------------------------------------------------------------------- #define NUM_PLAY_NOTIFICATIONS 16 #define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } } #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } } CSoundManager* g_pSoundManager = NULL; CStreamingSound* g_pStreamingSound = NULL; HANDLE g_hNotificationEvent = NULL; DWORD g_dwNotifyThreadID = 0; HANDLE g_hNotifyThread = NULL; HINSTANCE g_hInst = NULL; //----------------------------------------------------------------------------- // Name: WinMain() // Desc: Entry point for the application. Since we use a simple dialog for // user interaction we don't need to pump messages. //----------------------------------------------------------------------------- INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR pCmdLine, INT nCmdShow ) { g_hInst = hInst; g_hNotificationEvent = CreateEvent( NULL, FALSE, FALSE, NULL ); // Display the main dialog box. DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN), NULL, MainDlgProc ); CloseHandle( g_hNotificationEvent ); return TRUE; } //----------------------------------------------------------------------------- // Name: NotificationProc() // Desc: Handles dsound notifcation events //----------------------------------------------------------------------------- DWORD WINAPI NotificationProc( LPVOID lpParameter ) { HRESULT hr; HWND hDlg = (HWND) lpParameter; MSG msg; DWORD dwResult; BOOL bDone = FALSE; BOOL bLooped; while( !bDone ) { dwResult = MsgWaitForMultipleObjects( 1, &g_hNotificationEvent, FALSE, INFINITE, QS_ALLEVENTS ); switch( dwResult ) { case WAIT_OBJECT_0 + 0: // g_hNotificationEvent is signaled // This means that DirectSound just finished playing // a piece of the buffer, so we need to fill the circular // buffer with new sound from the wav file bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED ); if( FAILED( hr = g_pStreamingSound->HandleWaveStreamNotification( bLooped ) ) ) { DXTRACE_ERR( TEXT("HandleWaveStreamNotification"), hr ); MessageBox( hDlg, "Error handling DirectSound notifications." "Sample will now exit.", "DirectSound Sample", MB_OK | MB_ICONERROR ); bDone = TRUE; } break; case WAIT_OBJECT_0 + 1: // Messages are available while( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { if( msg.message == WM_QUIT ) bDone = TRUE; } break; } } return 0; } //----------------------------------------------------------------------------- // Name: MainDlgProc() // Desc: Handles dialog messages //----------------------------------------------------------------------------- INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam ) { HRESULT hr; switch (msg) { case WM_INITDIALOG: OnInitDialog( hDlg ); break; case WM_COMMAND: switch ( LOWORD(wParam) ) { case IDC_SOUNDFILE: OnOpenSoundFile( hDlg ); break; case IDCANCEL: PostQuitMessage( 0 ); EndDialog( hDlg, IDCANCEL ); break; case IDC_PLAY: { BOOL bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED ); if( FAILED( hr = PlayBuffer( bLooped ) ) ) { DXTRACE_ERR( TEXT("PlayBuffer"), hr ); MessageBox( hDlg, "Error playing DirectSound buffer." "Sample will now exit.", "DirectSound Sample", MB_OK | MB_ICONERROR ); EndDialog( hDlg, IDABORT ); } // Update the UI controls to show the sound as playing EnablePlayUI( hDlg, FALSE ); } break; case IDC_STOP: if( g_pStreamingSound ) { g_pStreamingSound->Stop(); g_pStreamingSound->Reset(); } EnablePlayUI( hDlg, TRUE ); break; default: return FALSE; // Didn't handle message } break; case WM_TIMER: OnTimer( hDlg ); break; case WM_DESTROY: // Cleanup everything KillTimer( hDlg, 1 ); SAFE_DELETE( g_pStreamingSound ); SAFE_DELETE( g_pSoundManager ); // Close down notification thread PostThreadMessage( g_dwNotifyThreadID, WM_QUIT, 0, 0 ); WaitForSingleObject( g_hNotifyThread, INFINITE ); CloseHandle( g_hNotifyThread ); break; default: return FALSE; // Didn't handle message } return TRUE; // Handled message } //----------------------------------------------------------------------------- // Name: OnInitDialog() // Desc: Initializes the dialogs (sets up UI controls, etc.) //----------------------------------------------------------------------------- VOID OnInitDialog( HWND hDlg ) { HRESULT hr; // Load the icon HICON hIcon = LoadIcon( g_hInst, MAKEINTRESOURCE( IDR_MAINFRAME ) ); // Set the icon for this dialog. SendMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon SendMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon // Create a static IDirectSound in the CSound class. // Set coop level to DSSCL_PRIORITY, and set primary buffer // format to stereo, 22kHz and 16-bit output. g_pSoundManager = new CSoundManager(); if( FAILED( hr = g_pSoundManager->Initialize( hDlg, DSSCL_PRIORITY, 2, 22050, 16 ) ) ) { DXTRACE_ERR( TEXT("Initialize"), hr ); MessageBox( hDlg, "Error initializing DirectSound. Sample will now exit.", "DirectSound Sample", MB_OK | MB_ICONERROR ); EndDialog( hDlg, IDABORT ); return; } // Create a thread to handle DSound notifications g_hNotifyThread = CreateThread( NULL, 0, NotificationProc, hDlg, 0, &g_dwNotifyThreadID ); // Create a timer, so we can check for when the soundbuffer is stopped SetTimer( hDlg, 0, 250, NULL ); // Set the UI controls SetDlgItemText( hDlg, IDC_FILENAME, TEXT("No file loaded.") ); } //----------------------------------------------------------------------------- // Name: OnOpenSoundFile() // Desc: Called when the user requests to open a sound file //----------------------------------------------------------------------------- VOID OnOpenSoundFile( HWND hDlg ) { static TCHAR strFileName[MAX_PATH] = TEXT(""); static TCHAR strPath[MAX_PATH] = TEXT(""); // Setup the OPENFILENAME structure OPENFILENAME ofn = { sizeof(OPENFILENAME), hDlg, NULL, TEXT("Wave Files\0*.wav\0All Files\0*.*\0\0"), NULL, 0, 1, strFileName, MAX_PATH, NULL, 0, strPath, TEXT("Open Sound File"), OFN_FILEMUSTEXIST|OFN_HIDEREADONLY, 0, 0, TEXT(".wav"), 0, NULL, NULL }; // Get the default media path (something like C:\WINDOWS\MEDIA) if( '\0' == strPath[0] ) { GetWindowsDirectory( strPath, MAX_PATH ); if( strcmp( &strPath[strlen(strPath)], TEXT("\\") )) strcat( strPath, TEXT("\\") ); strcat( strPath, TEXT("MEDIA") ); } if( g_pStreamingSound ) { g_pStreamingSound->Stop(); g_pStreamingSound->Reset(); } // Update the UI controls to show the sound as loading a file EnableWindow( GetDlgItem( hDlg, IDC_LOOP_CHECK ), FALSE ); EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), FALSE ); EnableWindow( GetDlgItem( hDlg, IDC_STOP ), FALSE ); SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Loading file...") ); // Display the OpenFileName dialog. Then, try to load the specified file if( TRUE != GetOpenFileName( &ofn ) ) { SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Load aborted.") ); return; } SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") ); // Load the wave file and create a DirectSound buffer LoadWaveAndCreateBuffer( hDlg, strFileName ); // Remember the path for next time strcpy( strPath, strFileName ); char* strLastSlash = strrchr( strPath, '\\' ); strLastSlash[0] = '\0'; } //----------------------------------------------------------------------------- // Name: LoadWaveAndCreateBuffer() // Desc: Loads the wave file, and create a DirectSound buffer. Since we are // streaming data into the buffer, the buffer will be filled with data // when the sound is played, and as notification events are signaled //----------------------------------------------------------------------------- VOID LoadWaveAndCreateBuffer( HWND hDlg, TCHAR* strFileName ) { HRESULT hr; CWaveFile waveFile; DWORD dwNotifySize; // Load the wave file if( FAILED( hr = waveFile.Open( strFileName, NULL, WAVEFILE_READ ) ) ) { DXTRACE_ERR( TEXT("Open"), hr ); waveFile.Close(); SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Bad wave file.") ); return; } if( waveFile.GetSize() == 0 ) { waveFile.Close(); SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Wave file blank.") ); return; } // The wave file is valid, and waveFile.m_pwfx is the wave's format // so we are done with the reader. waveFile.Close(); // This samples works by dividing a 3 second streaming buffer into // NUM_PLAY_NOTIFICATIONS (16) pieces. It creates a notification for each // piece and when a notification arrives then it fills the circular streaming // buffer with new wav data over the sound data which was just played // Determine the g_dwNotifySize. It should be an integer multiple of nBlockAlign DWORD nBlockAlign = (DWORD)waveFile.m_pwfx->nBlockAlign; INT nSamplesPerSec = waveFile.m_pwfx->nSamplesPerSec; dwNotifySize = nSamplesPerSec * 3 * nBlockAlign / NUM_PLAY_NOTIFICATIONS; dwNotifySize -= dwNotifySize % nBlockAlign; // Create a new sound SAFE_DELETE( g_pStreamingSound ); // Set up the direct sound buffer. Request the NOTIFY flag, so // that we are notified as the sound buffer plays. Note, that using this flag // may limit the amount of hardware acceleration that can occur. if( FAILED( hr = g_pSoundManager->CreateStreaming( &g_pStreamingSound, strFileName, DSBCAPS_CTRLPOSITIONNOTIFY | DSBCAPS_GETCURRENTPOSITION2, GUID_NULL, NUM_PLAY_NOTIFICATIONS, dwNotifySize, g_hNotificationEvent ) ) ) { if( hr != DSERR_BADFORMAT && hr != E_INVALIDARG ) DXTRACE_ERR( TEXT("CreateStreaming"), hr ); SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Could not create sound buffer.") ); return; } // Update the UI controls to show the sound as the file is loaded EnablePlayUI( hDlg, TRUE ); SetDlgItemText( hDlg, IDC_FILENAME, strFileName ); } //----------------------------------------------------------------------------- // Name: PlayBuffer() // Desc: Reset the buffer, fill it with sound, and starting it playing //----------------------------------------------------------------------------- HRESULT PlayBuffer( BOOL bLooped ) { HRESULT hr; if( NULL == g_pStreamingSound ) return E_FAIL; // Sanity check if( FAILED( hr = g_pStreamingSound->Reset() ) ) return DXTRACE_ERR( TEXT("Reset"), hr ); // Fill the entire buffer with wave data, and if the wav file is small then // repeat the wav file if the user wants to loop the file, otherwise fill in // silence LPDIRECTSOUNDBUFFER pDSB = g_pStreamingSound->GetBuffer( 0 ); if( FAILED( hr = g_pStreamingSound->FillBufferWithSound( pDSB, bLooped ) ) ) return DXTRACE_ERR( TEXT("FillBufferWithSound"), hr ); // Always play with the LOOPING flag since the streaming buffer // wraps around before the entire WAV is played if( FAILED( hr = g_pStreamingSound->Play( 0, DSBPLAY_LOOPING ) ) ) return DXTRACE_ERR( TEXT("Play"), hr ); 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_pStreamingSound->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_PLAY ), TRUE ); EnableWindow( GetDlgItem( hDlg, IDC_STOP ), FALSE ); SetFocus( GetDlgItem( hDlg, IDC_PLAY ) ); } else { EnableWindow( GetDlgItem( hDlg, IDC_LOOP_CHECK ), FALSE ); EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), FALSE ); EnableWindow( GetDlgItem( hDlg, IDC_STOP ), TRUE ); SetFocus( GetDlgItem( hDlg, IDC_STOP ) ); } }