Files
Client/Library/dxx8/samples/Multimedia/DirectSound/StreamData/streamdata.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

470 lines
16 KiB
C++

//----------------------------------------------------------------------------
// 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 <windows.h>
#include <basetsd.h>
#include <commdlg.h>
#include <mmreg.h>
#include <dxerr8.h>
#include <dsound.h>
#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 ) );
}
}