Files
Client/Library/dxx8/samples/Multimedia/DirectSound/AdjustSound/adjustsound.cpp
LGram16 e067522598 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>
2025-11-29 16:24:34 +09:00

604 lines
21 KiB
C++

//----------------------------------------------------------------------------
// File: AdjustSound.cpp
//
// Desc: AdjustSound sample sample shows how to load and play a wave file using
// a DirectSound buffer and adjust its focus, frequency, pan, and volume.
//
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <basetsd.h>
#include <mmsystem.h>
#include <mmreg.h>
#include <dxerr8.h>
#include <dsound.h>
#include <commctrl.h>
#include <commdlg.h>
#include <dsound.h>
#include "resource.h"
#include "DSUtil.h"
#include "DXUtil.h"
//-----------------------------------------------------------------------------
// Function-prototypes
//-----------------------------------------------------------------------------
INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
VOID OnInitDialog( HWND hDlg );
VOID OnTimer( HWND hDlg );
VOID OnOpenSoundFile( HWND hDlg );
VOID ValidateWaveFile( HWND hDlg, TCHAR* strFileName );
HRESULT OnPlaySound( HWND hDlg );
HRESULT CreateAndFillBuffer( HWND hDlg, DWORD dwCreationFlags );
VOID UpdateBehaviorText( HWND hDlg );
VOID OnSliderChanged( HWND hDlg );
VOID SetBufferOptions( LONG lFrequency, LONG lPan, LONG lVolume );
VOID EnablePlayUI( HWND hDlg, BOOL bEnable );
VOID SetSlidersPos( HWND hDlg, LONG lFreqSlider, LONG lPanSlider, LONG lVolumeSlider );
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
TCHAR m_strWaveFileName[MAX_PATH];
CSoundManager* g_pSoundManager = NULL;
CSound* g_pSound = 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 )
{
// Init the common control dll
InitCommonControls();
// Display the main dialog box.
DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN), NULL, MainDlgProc );
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: MainDlgProc()
// Desc: Handles dialog messages
//-----------------------------------------------------------------------------
INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
{
HRESULT hr;
switch( msg )
{
case WM_COMMAND:
switch( LOWORD(wParam) )
{
case IDCANCEL:
EndDialog( hDlg, IDCANCEL );
break;
case IDC_SOUNDFILE:
OnOpenSoundFile( hDlg );
break;
case IDC_PLAY:
if( FAILED( hr = OnPlaySound( hDlg ) ) )
{
DXTRACE_ERR( TEXT("OnPlaySound"), hr );
MessageBox( hDlg, "Error playing DirectSound buffer."
"Sample will now exit.", "DirectSound Sample",
MB_OK | MB_ICONERROR );
EndDialog( hDlg, IDABORT );
}
break;
case IDC_STOP:
if( g_pSound )
{
g_pSound->Stop();
g_pSound->Reset();
}
break;
case IDC_MIX_DEFAULT:
case IDC_MIX_HARDWARE:
case IDC_MIX_SOFTWARE:
case IDC_FOCUS_GLOBAL:
case IDC_FOCUS_STICKY:
case IDC_FOCUS_NORMAL:
UpdateBehaviorText( hDlg );
break;
default:
return FALSE; // Didn't handle message
}
break;
case WM_TIMER:
OnTimer( hDlg );
break;
case WM_INITDIALOG:
OnInitDialog( hDlg );
break;
case WM_NOTIFY:
OnSliderChanged( hDlg );
break;
case WM_DESTROY:
// Cleanup everything
KillTimer( hDlg, 1 );
SAFE_DELETE( g_pSound );
SAFE_DELETE( g_pSoundManager );
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
#ifdef _WIN64
HINSTANCE hInst = (HINSTANCE) GetWindowLongPtr( hDlg, GWLP_HINSTANCE );
#else
HINSTANCE hInst = (HINSTANCE) GetWindowLong( hDlg, GWL_HINSTANCE );
#endif
HICON hIcon = LoadIcon( hInst, MAKEINTRESOURCE( IDR_MAINFRAME ) );
// 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;
}
// Set the icon for this dialog.
PostMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
PostMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
// Create a timer, so we can check for when the soundbuffer is stopped
SetTimer( hDlg, 0, 250, NULL );
// Get handles to dialog items
HWND hFreqSlider = GetDlgItem( hDlg, IDC_FREQUENCY_SLIDER );
HWND hPanSlider = GetDlgItem( hDlg, IDC_PAN_SLIDER );
HWND hVolumeSlider = GetDlgItem( hDlg, IDC_VOLUME_SLIDER );
// Set the focus to normal by default
CheckRadioButton( hDlg, IDC_FOCUS_NORMAL, IDC_FOCUS_NORMAL, IDC_FOCUS_NORMAL );
// Set the buffer mixing to default
CheckRadioButton( hDlg, IDC_MIX_DEFAULT, IDC_MIX_SOFTWARE, IDC_MIX_DEFAULT );
// Set the range and position of the freq slider from
// DSBFREQUENCY_MIN and DSBFREQUENCY_MAX are DirectSound constants
PostMessage( hFreqSlider, TBM_SETRANGEMAX, TRUE, DSBFREQUENCY_MAX );
PostMessage( hFreqSlider, TBM_SETRANGEMIN, TRUE, DSBFREQUENCY_MIN );
// Set the range and position of the pan slider from
PostMessage( hPanSlider, TBM_SETRANGEMAX, TRUE, ( 10000L/500L) );
PostMessage( hPanSlider, TBM_SETRANGEMIN, TRUE, (-10000L/500L) );
// Set the range and position of the volume slider
PostMessage( hVolumeSlider, TBM_SETRANGEMAX, TRUE, 0L );
PostMessage( hVolumeSlider, TBM_SETRANGEMIN, TRUE, (-5000L/100L) );
// Set the position of the sliders
SetSlidersPos( hDlg, DSBFREQUENCY_MIN, 0, 0 );
// Set the UI controls
SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
SetDlgItemText( hDlg, IDC_STATUS, TEXT("No file loaded.") );
UpdateBehaviorText( hDlg );
}
//-----------------------------------------------------------------------------
// 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") );
}
// Update the UI controls to show the sound as loading a file
EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_STOP ), FALSE );
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Loading file...") );
if( g_pSound )
{
g_pSound->Stop();
g_pSound->Reset();
}
// Display the OpenFileName dialog. Then, try to load the specified file
if( TRUE != GetOpenFileName( &ofn ) )
{
if( g_pSound )
{
EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), TRUE );
EnableWindow( GetDlgItem( hDlg, IDC_STOP ), TRUE );
}
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Load aborted.") );
return;
}
SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
// Make sure wave file is a valid wav file
ValidateWaveFile( hDlg, strFileName );
// Remember the path for next time
strcpy( strPath, strFileName );
char* strLastSlash = strrchr( strPath, '\\' );
strLastSlash[0] = '\0';
}
//-----------------------------------------------------------------------------
// Name: ValidateWaveFile()
// Desc: Open the wave file with the helper
// class CWaveFile to make sure it is valid
//-----------------------------------------------------------------------------
VOID ValidateWaveFile( HWND hDlg, TCHAR* strFileName )
{
HRESULT hr;
CWaveFile waveFile;
// Load the wave file
if( FAILED( hr = waveFile.Open( strFileName, NULL, WAVEFILE_READ ) ) )
{
DXTRACE_ERR( TEXT("Open"), hr );
waveFile.Close();
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Bad wave file.") );
}
else // The load call succeeded
{
// Update the UI controls to show the sound as the file is loaded
waveFile.Close();
EnablePlayUI( hDlg, TRUE );
SetDlgItemText( hDlg, IDC_FILENAME, strFileName );
SetDlgItemText( hDlg, IDC_STATUS, TEXT("File loaded.") );
strcpy( m_strWaveFileName, strFileName );
// Get the samples per sec from the wave file
DWORD dwSamplesPerSec = waveFile.m_pwfx->nSamplesPerSec;
// Set the slider positions
SetSlidersPos( hDlg, dwSamplesPerSec, 0, 0 );
}
}
//-----------------------------------------------------------------------------
// Name: OnPlaySound()
// Desc: User hit the "Play" button
//-----------------------------------------------------------------------------
HRESULT OnPlaySound( HWND hDlg )
{
HRESULT hr;
DWORD dwCreationFlags;
BOOL bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED );
BOOL bFocusSticky = ( IsDlgButtonChecked( hDlg, IDC_FOCUS_STICKY ) == BST_CHECKED );
BOOL bFocusGlobal = ( IsDlgButtonChecked( hDlg, IDC_FOCUS_GLOBAL ) == BST_CHECKED );
BOOL bMixHardware = ( IsDlgButtonChecked( hDlg, IDC_MIX_HARDWARE ) == BST_CHECKED );
BOOL bMixSoftware = ( IsDlgButtonChecked( hDlg, IDC_MIX_SOFTWARE ) == BST_CHECKED );
// Detrimine the creation flags to use based on the radio buttons
dwCreationFlags = 0;
if( bFocusGlobal )
dwCreationFlags |= DSBCAPS_GLOBALFOCUS;
if( bFocusSticky )
dwCreationFlags |= DSBCAPS_STICKYFOCUS;
if( bMixHardware )
dwCreationFlags |= DSBCAPS_LOCHARDWARE;
if( bMixSoftware )
dwCreationFlags |= DSBCAPS_LOCSOFTWARE;
// Add extra flags needed for the UI
dwCreationFlags |= DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY;
// Free any previous sound
SAFE_DELETE( g_pSound );
// Since the user can change the focus before the sound is played,
// we need to create the sound buffer every time the play button is pressed
// Load the wave file into a DirectSound buffer
if( FAILED( hr = g_pSoundManager->Create( &g_pSound, m_strWaveFileName, dwCreationFlags, GUID_NULL ) ) )
{
// Not a critical failure, so just update the status
DXTRACE_ERR_NOMSGBOX( TEXT("Create"), hr );
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Could not create sound buffer.") );
return S_FALSE;
}
// Set the buffer options to what the sliders are set to
OnSliderChanged( hDlg );
// Only if the sound buffer was created perfectly should we update the UI
// and play the sound
// Play the sound
DWORD dwLooped = bLooped ? DSBPLAY_LOOPING : 0L;
if( FAILED( hr = g_pSound->Play( 0, dwLooped ) ) )
return DXTRACE_ERR( TEXT("Play"), hr );
// Update the UI controls to show the sound as playing
EnablePlayUI( hDlg, FALSE );
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Sound playing.") );
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 );
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Sound stopped.") );
}
}
}
//-----------------------------------------------------------------------------
// Name: OnSliderChanged()
// Desc: Called when the dialog's slider bars are changed by the user, or need
// updating
//-----------------------------------------------------------------------------
VOID OnSliderChanged( HWND hDlg )
{
TCHAR strBuffer[10];
// Get handles to dialog items
HWND hFreqSlider = GetDlgItem( hDlg, IDC_FREQUENCY_SLIDER );
HWND hPanSlider = GetDlgItem( hDlg, IDC_PAN_SLIDER );
HWND hVolumeSlider = GetDlgItem( hDlg, IDC_VOLUME_SLIDER );
// Get the position of the sliders
LONG lFrequency = (LONG)SendMessage( hFreqSlider, TBM_GETPOS, 0, 0 ) * 1L;
LONG lPan = (LONG)SendMessage( hPanSlider, TBM_GETPOS, 0, 0 ) * 500L;
LONG lVolume = (LONG)SendMessage( hVolumeSlider, TBM_GETPOS, 0, 0 ) * 100L;
// Set the static text boxes
wsprintf( strBuffer, TEXT("%ld"), lFrequency );
SetWindowText( GetDlgItem( hDlg, IDC_FREQUENCY ), strBuffer );
wsprintf( strBuffer, TEXT("%ld"), lPan );
SetWindowText( GetDlgItem( hDlg, IDC_PAN ), strBuffer );
wsprintf( strBuffer, TEXT("%ld"), lVolume );
SetWindowText( GetDlgItem( hDlg, IDC_VOLUME ), strBuffer );
// Set the options in the DirectSound buffer
if( g_pSound )
{
LPDIRECTSOUNDBUFFER pDSB = g_pSound->GetBuffer( 0 );
if( pDSB )
{
pDSB->SetFrequency( lFrequency );
pDSB->SetPan( lPan );
pDSB->SetVolume( lVolume );
}
}
}
//-----------------------------------------------------------------------------
// Name: UpdateBehaviorText()
// Desc: Figure out what the expected behavoir is based on the dialog,
// and display it on the dialog
//-----------------------------------------------------------------------------
VOID UpdateBehaviorText( HWND hDlg )
{
TCHAR strExcepted[1024];
BOOL bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED );
BOOL bFocusSticky = ( IsDlgButtonChecked( hDlg, IDC_FOCUS_STICKY ) == BST_CHECKED );
BOOL bFocusGlobal = ( IsDlgButtonChecked( hDlg, IDC_FOCUS_GLOBAL ) == BST_CHECKED );
BOOL bMixHardware = ( IsDlgButtonChecked( hDlg, IDC_MIX_HARDWARE ) == BST_CHECKED );
BOOL bMixSoftware = ( IsDlgButtonChecked( hDlg, IDC_MIX_SOFTWARE ) == BST_CHECKED );
// Figure what the user should expect based on the dialog choice
if( bFocusSticky )
{
strcpy( strExcepted, "Buffers with \"sticky\" focus will continue to play "
"if the user switches to another application not using "
"DirectSound. However, if the user switches to another "
"DirectSound application, all normal-focus and sticky-focus "
"buffers in the previous application are muted." );
}
else if( bFocusGlobal )
{
strcpy( strExcepted, "Buffers with global focus will continue to play if the user "
"switches focus to another application, even if the new application "
"uses DirectSound. The one exception is if you switch focus to a "
"DirectSound application that uses the DSSCL_WRITEPRIMARY "
"cooperative level. In this case, the global-focus buffers from "
"other applications will not be audible." );
}
else
{
// Normal focus
strcpy( strExcepted, "Buffers with normal focus will mute if the user switches "
"focus to any other application" );
}
if( bMixHardware )
{
strcat( strExcepted, "\n\nWith the hardware mixing flag, the new buffer will "
"be forced to use hardware mixing. If the device does "
"not support hardware mixing or if the required "
"hardware resources are not available, the call to the "
"IDirectSound::CreateSoundBuffer method will fail." );
}
else if( bMixSoftware )
{
strcat( strExcepted, "\n\nWith the software mixing flag, the new buffer will use "
"software mixing, even if hardware resources are available." );
}
else
{
// Default mixing
strcat( strExcepted, "\n\nWith default mixing, the new buffer will use hardware "
"mixing if available, otherwise software mixing will be used." );
}
// Tell the user what to expect
SetDlgItemText( hDlg, IDC_BEHAVIOR, strExcepted );
}
//-----------------------------------------------------------------------------
// Name: EnablePlayUI()
// 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 );
EnableWindow( GetDlgItem( hDlg, IDC_FOCUS_NORMAL ), TRUE );
EnableWindow( GetDlgItem( hDlg, IDC_FOCUS_STICKY ), TRUE );
EnableWindow( GetDlgItem( hDlg, IDC_FOCUS_GLOBAL ), TRUE );
EnableWindow( GetDlgItem( hDlg, IDC_MIX_DEFAULT ), TRUE );
EnableWindow( GetDlgItem( hDlg, IDC_MIX_HARDWARE ), TRUE );
EnableWindow( GetDlgItem( hDlg, IDC_MIX_SOFTWARE ), TRUE );
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 );
EnableWindow( GetDlgItem( hDlg, IDC_FOCUS_NORMAL ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_FOCUS_STICKY ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_FOCUS_GLOBAL ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_MIX_DEFAULT ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_MIX_HARDWARE ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_MIX_SOFTWARE ), FALSE );
SetFocus( GetDlgItem( hDlg, IDC_STOP ) );
}
}
//-----------------------------------------------------------------------------
// Name: SetSlidersPos()
// Desc: Sets the slider positions
//-----------------------------------------------------------------------------
VOID SetSlidersPos( HWND hDlg, LONG lFreqSlider, LONG lPanSlider, LONG lVolumeSlider )
{
HWND hFreqSlider = GetDlgItem( hDlg, IDC_FREQUENCY_SLIDER );
HWND hPanSlider = GetDlgItem( hDlg, IDC_PAN_SLIDER );
HWND hVolumeSlider = GetDlgItem( hDlg, IDC_VOLUME_SLIDER );
PostMessage( hFreqSlider, TBM_SETPOS, TRUE, lFreqSlider );
PostMessage( hPanSlider, TBM_SETPOS, TRUE, lPanSlider );
PostMessage( hVolumeSlider, TBM_SETPOS, TRUE, lVolumeSlider );
}