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>
604 lines
21 KiB
C++
604 lines
21 KiB
C++
//----------------------------------------------------------------------------
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// File: AdjustSound.cpp
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//
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// Desc: AdjustSound sample sample shows how to load and play a wave file using
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// a DirectSound buffer and adjust its focus, frequency, pan, and volume.
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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 <mmsystem.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 <commctrl.h>
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#include <commdlg.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 OnTimer( HWND hDlg );
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VOID OnOpenSoundFile( HWND hDlg );
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VOID ValidateWaveFile( HWND hDlg, TCHAR* strFileName );
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HRESULT OnPlaySound( HWND hDlg );
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HRESULT CreateAndFillBuffer( HWND hDlg, DWORD dwCreationFlags );
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VOID UpdateBehaviorText( HWND hDlg );
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VOID OnSliderChanged( HWND hDlg );
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VOID SetBufferOptions( LONG lFrequency, LONG lPan, LONG lVolume );
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VOID EnablePlayUI( HWND hDlg, BOOL bEnable );
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VOID SetSlidersPos( HWND hDlg, LONG lFreqSlider, LONG lPanSlider, LONG lVolumeSlider );
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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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TCHAR m_strWaveFileName[MAX_PATH];
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CSoundManager* g_pSoundManager = NULL;
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CSound* g_pSound = NULL;
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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, INT nCmdShow )
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{
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// Init the common control dll
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InitCommonControls();
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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_COMMAND:
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switch( LOWORD(wParam) )
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{
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case IDCANCEL:
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EndDialog( hDlg, IDCANCEL );
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break;
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case IDC_SOUNDFILE:
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OnOpenSoundFile( hDlg );
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break;
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case IDC_PLAY:
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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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break;
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case IDC_MIX_DEFAULT:
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case IDC_MIX_HARDWARE:
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case IDC_MIX_SOFTWARE:
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case IDC_FOCUS_GLOBAL:
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case IDC_FOCUS_STICKY:
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case IDC_FOCUS_NORMAL:
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UpdateBehaviorText( hDlg );
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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_INITDIALOG:
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OnInitDialog( hDlg );
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break;
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case WM_NOTIFY:
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OnSliderChanged( 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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// 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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// 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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// Set the icon for this dialog.
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PostMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
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PostMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
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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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// Get handles to dialog items
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HWND hFreqSlider = GetDlgItem( hDlg, IDC_FREQUENCY_SLIDER );
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HWND hPanSlider = GetDlgItem( hDlg, IDC_PAN_SLIDER );
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HWND hVolumeSlider = GetDlgItem( hDlg, IDC_VOLUME_SLIDER );
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// Set the focus to normal by default
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CheckRadioButton( hDlg, IDC_FOCUS_NORMAL, IDC_FOCUS_NORMAL, IDC_FOCUS_NORMAL );
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// Set the buffer mixing to default
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CheckRadioButton( hDlg, IDC_MIX_DEFAULT, IDC_MIX_SOFTWARE, IDC_MIX_DEFAULT );
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// Set the range and position of the freq slider from
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// DSBFREQUENCY_MIN and DSBFREQUENCY_MAX are DirectSound constants
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PostMessage( hFreqSlider, TBM_SETRANGEMAX, TRUE, DSBFREQUENCY_MAX );
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PostMessage( hFreqSlider, TBM_SETRANGEMIN, TRUE, DSBFREQUENCY_MIN );
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// Set the range and position of the pan slider from
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PostMessage( hPanSlider, TBM_SETRANGEMAX, TRUE, ( 10000L/500L) );
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PostMessage( hPanSlider, TBM_SETRANGEMIN, TRUE, (-10000L/500L) );
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// Set the range and position of the volume slider
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PostMessage( hVolumeSlider, TBM_SETRANGEMAX, TRUE, 0L );
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PostMessage( hVolumeSlider, TBM_SETRANGEMIN, TRUE, (-5000L/100L) );
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// Set the position of the sliders
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SetSlidersPos( hDlg, DSBFREQUENCY_MIN, 0, 0 );
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// Set the UI controls
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
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SetDlgItemText( hDlg, IDC_STATUS, TEXT("No file loaded.") );
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UpdateBehaviorText( hDlg );
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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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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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// 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_STATUS, TEXT("Loading file...") );
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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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// 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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if( g_pSound )
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{
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EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), TRUE );
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EnableWindow( GetDlgItem( hDlg, IDC_STOP ), TRUE );
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}
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SetDlgItemText( hDlg, IDC_STATUS, 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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// Make sure wave file is a valid wav file
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ValidateWaveFile( hDlg, strFileName );
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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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// Name: ValidateWaveFile()
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// Desc: Open the wave file with the helper
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// class CWaveFile to make sure it is valid
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//-----------------------------------------------------------------------------
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VOID ValidateWaveFile( HWND hDlg, TCHAR* strFileName )
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{
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HRESULT hr;
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CWaveFile waveFile;
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// Load the wave file
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if( FAILED( hr = waveFile.Open( strFileName, NULL, WAVEFILE_READ ) ) )
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{
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DXTRACE_ERR( TEXT("Open"), hr );
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waveFile.Close();
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SetDlgItemText( hDlg, IDC_STATUS, TEXT("Bad wave file.") );
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}
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else // The load call succeeded
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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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waveFile.Close();
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EnablePlayUI( hDlg, TRUE );
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SetDlgItemText( hDlg, IDC_FILENAME, strFileName );
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SetDlgItemText( hDlg, IDC_STATUS, TEXT("File loaded.") );
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strcpy( m_strWaveFileName, strFileName );
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// Get the samples per sec from the wave file
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DWORD dwSamplesPerSec = waveFile.m_pwfx->nSamplesPerSec;
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// Set the slider positions
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SetSlidersPos( hDlg, dwSamplesPerSec, 0, 0 );
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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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//-----------------------------------------------------------------------------
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HRESULT OnPlaySound( HWND hDlg )
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{
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HRESULT hr;
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DWORD dwCreationFlags;
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BOOL bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED );
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BOOL bFocusSticky = ( IsDlgButtonChecked( hDlg, IDC_FOCUS_STICKY ) == BST_CHECKED );
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BOOL bFocusGlobal = ( IsDlgButtonChecked( hDlg, IDC_FOCUS_GLOBAL ) == BST_CHECKED );
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BOOL bMixHardware = ( IsDlgButtonChecked( hDlg, IDC_MIX_HARDWARE ) == BST_CHECKED );
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BOOL bMixSoftware = ( IsDlgButtonChecked( hDlg, IDC_MIX_SOFTWARE ) == BST_CHECKED );
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// Detrimine the creation flags to use based on the radio buttons
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dwCreationFlags = 0;
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if( bFocusGlobal )
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dwCreationFlags |= DSBCAPS_GLOBALFOCUS;
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if( bFocusSticky )
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dwCreationFlags |= DSBCAPS_STICKYFOCUS;
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if( bMixHardware )
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dwCreationFlags |= DSBCAPS_LOCHARDWARE;
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if( bMixSoftware )
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dwCreationFlags |= DSBCAPS_LOCSOFTWARE;
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// Add extra flags needed for the UI
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dwCreationFlags |= DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY;
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// Free any previous sound
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SAFE_DELETE( g_pSound );
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// Since the user can change the focus before the sound is played,
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// we need to create the sound buffer every time the play button is pressed
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// Load the wave file into a DirectSound buffer
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if( FAILED( hr = g_pSoundManager->Create( &g_pSound, m_strWaveFileName, dwCreationFlags, GUID_NULL ) ) )
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{
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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_STATUS, TEXT("Could not create sound buffer.") );
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return S_FALSE;
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}
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// Set the buffer options to what the sliders are set to
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OnSliderChanged( hDlg );
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// Only if the sound buffer was created perfectly should we update the UI
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// and play the sound
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// Play the sound
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DWORD dwLooped = bLooped ? DSBPLAY_LOOPING : 0L;
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if( FAILED( hr = g_pSound->Play( 0, dwLooped ) ) )
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return DXTRACE_ERR( TEXT("Play"), hr );
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// Update the UI controls to show the sound as playing
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EnablePlayUI( hDlg, FALSE );
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SetDlgItemText( hDlg, IDC_STATUS, TEXT("Sound playing.") );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: OnTimer()
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// Desc: When we think the sound is playing this periodically checks to see if
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// the sound has stopped. If it has then updates the dialog.
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//-----------------------------------------------------------------------------
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VOID OnTimer( HWND hDlg )
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{
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if( IsWindowEnabled( GetDlgItem( hDlg, IDC_STOP ) ) )
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{
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// We think the sound is playing, so see if it has stopped yet.
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if( !g_pSound->IsSoundPlaying() )
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{
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// Update the UI controls to show the sound as stopped
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EnablePlayUI( hDlg, TRUE );
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SetDlgItemText( hDlg, IDC_STATUS, TEXT("Sound stopped.") );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Name: OnSliderChanged()
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// Desc: Called when the dialog's slider bars are changed by the user, or need
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// updating
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//-----------------------------------------------------------------------------
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VOID OnSliderChanged( HWND hDlg )
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{
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TCHAR strBuffer[10];
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// Get handles to dialog items
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HWND hFreqSlider = GetDlgItem( hDlg, IDC_FREQUENCY_SLIDER );
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HWND hPanSlider = GetDlgItem( hDlg, IDC_PAN_SLIDER );
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HWND hVolumeSlider = GetDlgItem( hDlg, IDC_VOLUME_SLIDER );
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// Get the position of the sliders
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LONG lFrequency = (LONG)SendMessage( hFreqSlider, TBM_GETPOS, 0, 0 ) * 1L;
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LONG lPan = (LONG)SendMessage( hPanSlider, TBM_GETPOS, 0, 0 ) * 500L;
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LONG lVolume = (LONG)SendMessage( hVolumeSlider, TBM_GETPOS, 0, 0 ) * 100L;
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// Set the static text boxes
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wsprintf( strBuffer, TEXT("%ld"), lFrequency );
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SetWindowText( GetDlgItem( hDlg, IDC_FREQUENCY ), strBuffer );
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wsprintf( strBuffer, TEXT("%ld"), lPan );
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SetWindowText( GetDlgItem( hDlg, IDC_PAN ), strBuffer );
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wsprintf( strBuffer, TEXT("%ld"), lVolume );
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SetWindowText( GetDlgItem( hDlg, IDC_VOLUME ), strBuffer );
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// Set the options in the DirectSound buffer
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if( g_pSound )
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{
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LPDIRECTSOUNDBUFFER pDSB = g_pSound->GetBuffer( 0 );
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if( pDSB )
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{
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pDSB->SetFrequency( lFrequency );
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pDSB->SetPan( lPan );
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pDSB->SetVolume( lVolume );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Name: UpdateBehaviorText()
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// Desc: Figure out what the expected behavoir is based on the dialog,
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// and display it on the dialog
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//-----------------------------------------------------------------------------
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VOID UpdateBehaviorText( HWND hDlg )
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{
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TCHAR strExcepted[1024];
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BOOL bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED );
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BOOL bFocusSticky = ( IsDlgButtonChecked( hDlg, IDC_FOCUS_STICKY ) == BST_CHECKED );
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BOOL bFocusGlobal = ( IsDlgButtonChecked( hDlg, IDC_FOCUS_GLOBAL ) == BST_CHECKED );
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BOOL bMixHardware = ( IsDlgButtonChecked( hDlg, IDC_MIX_HARDWARE ) == BST_CHECKED );
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BOOL bMixSoftware = ( IsDlgButtonChecked( hDlg, IDC_MIX_SOFTWARE ) == BST_CHECKED );
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// Figure what the user should expect based on the dialog choice
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if( bFocusSticky )
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{
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strcpy( strExcepted, "Buffers with \"sticky\" focus will continue to play "
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"if the user switches to another application not using "
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"DirectSound. However, if the user switches to another "
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"DirectSound application, all normal-focus and sticky-focus "
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"buffers in the previous application are muted." );
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}
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else if( bFocusGlobal )
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{
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strcpy( strExcepted, "Buffers with global focus will continue to play if the user "
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"switches focus to another application, even if the new application "
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"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 );
|
|
}
|
|
|
|
|
|
|