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>
681 lines
24 KiB
C++
681 lines
24 KiB
C++
//----------------------------------------------------------------------------
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// File: VoiceManagement.cpp
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//
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// Desc: Main application file for the VoiceManagement sample.
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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 <commdlg.h>
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#include <commctrl.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 "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 OnOpenSoundFile( HWND hDlg );
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HRESULT OnPlaySound( HWND hDlg );
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VOID OnTimer( HWND hDlg );
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VOID EnablePlayUI( HWND hDlg, BOOL bShowPlayControl );
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VOID EnableManagementFlags( HWND hDlg, BOOL bShowFlags );
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VOID UpdateBehaviorText( HWND hDlg );
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VOID SetFileUI( HWND hDlg, TCHAR* strFileName );
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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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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,
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INT nCmdShow )
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{
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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_INITDIALOG:
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OnInitDialog( hDlg );
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break;
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case WM_COMMAND:
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switch( LOWORD(wParam) )
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{
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case IDC_SOUNDFILE:
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OnOpenSoundFile( hDlg );
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break;
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case IDCANCEL:
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EndDialog( hDlg, IDCANCEL );
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break;
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case IDC_PLAY:
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// The 'play' button was pressed
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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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EnablePlayUI( hDlg, TRUE );
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break;
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case IDC_ALLOC_HARDWARE:
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case IDC_ALLOC_EITHER:
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EnableManagementFlags( hDlg, TRUE );
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UpdateBehaviorText( hDlg );
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break;
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case IDC_ALLOC_SOFTWARE:
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EnableManagementFlags( hDlg, FALSE );
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UpdateBehaviorText( hDlg );
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break;
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case IDC_BYTIME:
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if( IsDlgButtonChecked( hDlg, IDC_BYTIME ) == BST_CHECKED )
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CheckDlgButton( hDlg, IDC_BYDISTANCE, BST_UNCHECKED );
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UpdateBehaviorText( hDlg );
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break;
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case IDC_BYDISTANCE:
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if( IsDlgButtonChecked( hDlg, IDC_BYDISTANCE ) == BST_CHECKED )
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CheckDlgButton( hDlg, IDC_BYTIME, BST_UNCHECKED );
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UpdateBehaviorText( hDlg );
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break;
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case IDC_BYPRIORTY:
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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_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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// Check the 'hardware' voice allocation button by default.
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CheckRadioButton( hDlg, IDC_ALLOC_EITHER, IDC_ALLOC_SOFTWARE, IDC_ALLOC_EITHER );
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HWND hEditPri = GetDlgItem( hDlg, IDC_EDIT_PRIORITY );
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HWND hSpinPri = GetDlgItem( hDlg, IDC_SPIN_PRIORITY );
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SendMessage( hSpinPri, UDM_SETBUDDY, (WPARAM) hEditPri, 0 );
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SendMessage( hSpinPri, UDM_SETRANGE, 0, MAKELONG (0x7FFF, 0) );
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SendMessage( hSpinPri, UDM_SETPOS, 0, 0 );
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SendMessage( hEditPri, EM_LIMITTEXT, 5, 0 );
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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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// Set the UI controls
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UpdateBehaviorText( hDlg );
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("No file loaded.") );
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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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HRESULT hr;
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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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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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// 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_FILENAME, TEXT("Loading file...") );
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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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SetDlgItemText( hDlg, IDC_FILENAME, 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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// Free any previous sound, and make a new one
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SAFE_DELETE( g_pSound );
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// Load the wave file into a DirectSound buffer
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if( FAILED( hr = g_pSoundManager->Create( &g_pSound, strFileName,
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DSBCAPS_LOCDEFER, 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_FILENAME, TEXT("Could not create sound buffer.") );
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return;
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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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SetDlgItemText( hDlg, IDC_FILENAME, strFileName );
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EnablePlayUI( hDlg, TRUE );
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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: 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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LONG lPriority;
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DWORD dwPlayFlags;
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BOOL bLooped;
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BOOL bAllocHW;
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BOOL bAllocSW;
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BOOL bAllocEither;
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BOOL bByTime;
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BOOL bByDistance;
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BOOL bByPriority;
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bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED );
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// Determine where the buffer would like to be allocated
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bAllocHW = ( IsDlgButtonChecked( hDlg, IDC_ALLOC_HARDWARE ) == BST_CHECKED );
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bAllocSW = ( IsDlgButtonChecked( hDlg, IDC_ALLOC_SOFTWARE ) == BST_CHECKED );
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bAllocEither = ( IsDlgButtonChecked( hDlg, IDC_ALLOC_EITHER ) == BST_CHECKED );
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if( bAllocHW || bAllocEither )
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{
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// Determine how the buffer should steal hardware resources (if they are not available)
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bByTime = ( IsDlgButtonChecked( hDlg, IDC_BYTIME ) == BST_CHECKED );
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bByDistance = ( IsDlgButtonChecked( hDlg, IDC_BYDISTANCE ) == BST_CHECKED );
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bByPriority = ( IsDlgButtonChecked( hDlg, IDC_BYPRIORTY ) == BST_CHECKED );
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}
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else
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{
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// Buffers running in software are not allowed to have
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// voice management flags since they have no need to
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// steal hardware resources.
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bByTime = FALSE;
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bByDistance = FALSE;
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bByPriority = FALSE;
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}
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// Get the buffer priority
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TCHAR strText[MAX_PATH];
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GetDlgItemText( hDlg, IDC_EDIT_PRIORITY, strText, MAX_PATH );
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lPriority = atol( strText );
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if( lPriority < 0 || lPriority > 32767 )
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{
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MessageBox( hDlg, "Please enter a buffer priority between 0 and 32767",
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"DirectSound Sample", MB_OK );
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return S_OK;
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}
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// Figure out the voice allocation flag from the dialog,
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// and what the user should expect based on the dialog choice
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if( bAllocSW )
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dwPlayFlags = DSBPLAY_LOCSOFTWARE;
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if( bAllocHW )
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dwPlayFlags = DSBPLAY_LOCHARDWARE;
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if( bAllocEither )
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dwPlayFlags = 0;
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// Figure out what voice management flags should be based on the dlg
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if( bByTime )
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{
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if( bByPriority )
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{
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dwPlayFlags |= DSBPLAY_TERMINATEBY_TIME |
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DSBPLAY_TERMINATEBY_PRIORITY;
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}
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else
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{
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dwPlayFlags |= DSBPLAY_TERMINATEBY_TIME;
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}
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}
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else if( bByDistance )
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{
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if( bByPriority )
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{
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dwPlayFlags |= DSBPLAY_TERMINATEBY_DISTANCE |
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DSBPLAY_TERMINATEBY_PRIORITY;
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}
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else
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{
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dwPlayFlags |= DSBPLAY_TERMINATEBY_DISTANCE;
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}
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}
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else
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{
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if( bByPriority )
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{
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dwPlayFlags |= DSBPLAY_TERMINATEBY_PRIORITY;
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}
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else
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{
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dwPlayFlags |= 0;
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}
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}
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if( bLooped )
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dwPlayFlags |= DSBPLAY_LOOPING;
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// Play the sound
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if( FAILED( hr = g_pSound->Play( lPriority, dwPlayFlags ) ) )
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{
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if( hr == DSERR_CONTROLUNAVAIL ||
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hr == DSERR_INVALIDCALL ||
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hr == E_FAIL ||
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hr == E_NOTIMPL)
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{
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DXTRACE_ERR_NOMSGBOX( TEXT("Play"), hr );
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if( hr == DSERR_INVALIDCALL )
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{
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MessageBox( hDlg, "Unsupported wave file format.",
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"DirectPlay Sample", MB_OK | MB_ICONERROR );
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}
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else
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{
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MessageBox( hDlg, "The buffer could not be played.",
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"DirectPlay Sample", MB_OK | MB_ICONERROR );
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}
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return S_OK;
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}
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return DXTRACE_ERR( TEXT("Play"), hr );
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}
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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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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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}
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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 bAllocHW;
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BOOL bAllocSW;
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BOOL bAllocEither;
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BOOL bByTime;
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BOOL bByDistance;
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BOOL bByPriority;
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// Determine where the buffer would like to be allocated
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bAllocHW = ( IsDlgButtonChecked( hDlg, IDC_ALLOC_HARDWARE ) == BST_CHECKED );
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bAllocSW = ( IsDlgButtonChecked( hDlg, IDC_ALLOC_SOFTWARE ) == BST_CHECKED );
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bAllocEither = ( IsDlgButtonChecked( hDlg, IDC_ALLOC_EITHER ) == BST_CHECKED );
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if( bAllocHW || bAllocEither )
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{
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// Determine how the buffer should steal hardware resources (if they are not available)
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bByTime = ( IsDlgButtonChecked( hDlg, IDC_BYTIME ) == BST_CHECKED );
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bByDistance = ( IsDlgButtonChecked( hDlg, IDC_BYDISTANCE ) == BST_CHECKED );
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bByPriority = ( IsDlgButtonChecked( hDlg, IDC_BYPRIORTY ) == BST_CHECKED );
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}
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else
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{
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// Buffers running in software are not allowed to have
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// voice management flags since they have no need to
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// steal hardware resources.
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bByTime = FALSE;
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bByDistance = FALSE;
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bByPriority = FALSE;
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}
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// Figure what the user should expect based on the dialog choice
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if( bAllocSW )
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{
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strcpy( strExcepted, "The new sound will be played in software" );
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}
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if( bAllocHW )
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{
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strcpy( strExcepted, "The new sound will be played in hardware" );
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}
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if( bAllocEither )
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{
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strcpy( strExcepted, "The new sound will be played in hardware "
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"if available" );
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}
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if( bByTime )
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{
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if( bByPriority )
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{
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if( bAllocEither )
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{
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strcpy( strExcepted, "The new sound will be played in hardware, "
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"if the the hardware has no available "
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"voices, and new sound has a higher priority "
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"than sounds currently playing in hardware "
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"then sound with the lowest priority will be "
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"terminated and the new sound will play in "
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"hardware. Otherwise, the new sound will play "
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"in software. In event of a priority tie, "
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"then the buffer with the least time left to "
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"play will be prematurely terminated." );
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}
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else
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{
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strcat( strExcepted, ", and if the hardware has no available "
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"voices, the voice management buffer with "
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"the lowest priority as set by the "
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"IDirectSoundBuffer::Play priority argument "
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"will be prematurely terminated. In event "
|
|
"of a priority tie, then the buffer with "
|
|
"the least time left to play will be "
|
|
"prematurely terminated." );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
strcat( strExcepted, ", and if the hardware has no available "
|
|
"voices, the voice management buffer with "
|
|
"the least time left to play will be "
|
|
"prematurely terminated." );
|
|
}
|
|
}
|
|
else if( bByDistance )
|
|
{
|
|
if( bByPriority )
|
|
{
|
|
if( bAllocEither )
|
|
{
|
|
strcpy( strExcepted, "The new sound will be played in hardware, "
|
|
"if the the hardware has no available "
|
|
"voices, and new sound has a higher priority "
|
|
"than sounds currently playing in hardware "
|
|
"then sound with the lowest priority will be "
|
|
"terminated and the new sound will play in "
|
|
"hardware. Otherwise, the new sound will play "
|
|
"in software. In event of a priority tie, "
|
|
"then the buffer which is the furthest "
|
|
"distance from the listener at the time "
|
|
"of the Play will be prematurely terminated." );
|
|
}
|
|
else
|
|
{
|
|
strcat( strExcepted, ", and if the hardware has no available "
|
|
"voices, the voice management buffer with "
|
|
"the lowest priority as set by the "
|
|
"IDirectSoundBuffer::Play priority argument "
|
|
"will be prematurely terminated. In event "
|
|
"of a priority tie, then the buffer which "
|
|
"is the furthest distance from the "
|
|
"listener at the time of the Play will "
|
|
"be prematurely terminated." );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
strcat( strExcepted, ", and if the hardware has no available "
|
|
"voices, the voice management buffer which "
|
|
"is the furthest distance from the "
|
|
"listener at the time of the Play will "
|
|
"be prematurely terminated." );
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( bByPriority )
|
|
{
|
|
if( bAllocEither )
|
|
{
|
|
strcpy( strExcepted, "The new sound will be played in hardware, "
|
|
"if the the hardware has no available "
|
|
"voices, and new sound has a higher priority "
|
|
"than sounds currently playing in hardware "
|
|
"then sound with the lowest priority will be "
|
|
"terminated and the new sound will play in "
|
|
"hardware. Otherwise, the new sound will play "
|
|
"in software." );
|
|
}
|
|
else
|
|
{
|
|
strcat( strExcepted, ", and if the hardware has no available "
|
|
"voices, the voice management buffer with "
|
|
"the lowest priority as set by the "
|
|
"IDirectSoundBuffer::Play priority argument "
|
|
"will be prematurely terminated. " );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
strcat( strExcepted, ", and the buffer will not steal any "
|
|
"hardware resources." );
|
|
}
|
|
}
|
|
|
|
|
|
// 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 bShowPlayControl )
|
|
{
|
|
EnableWindow( GetDlgItem( hDlg, IDC_LOOP_CHECK ), bShowPlayControl );
|
|
EnableWindow( GetDlgItem( hDlg, IDC_STOP ), !bShowPlayControl );
|
|
EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), bShowPlayControl );
|
|
|
|
// Don't allow the voice allocation or voicemanagement flags
|
|
// to be changed when a sound is playing
|
|
EnableWindow( GetDlgItem( hDlg, IDC_BYTIME ), bShowPlayControl );
|
|
EnableWindow( GetDlgItem( hDlg, IDC_BYDISTANCE ), bShowPlayControl );
|
|
EnableWindow( GetDlgItem( hDlg, IDC_BYPRIORTY ), bShowPlayControl );
|
|
EnableWindow( GetDlgItem( hDlg, IDC_EDIT_PRIORITY ), bShowPlayControl );
|
|
EnableWindow( GetDlgItem( hDlg, IDC_ALLOC_HARDWARE ), bShowPlayControl );
|
|
EnableWindow( GetDlgItem( hDlg, IDC_ALLOC_SOFTWARE ), bShowPlayControl );
|
|
EnableWindow( GetDlgItem( hDlg, IDC_ALLOC_EITHER ), bShowPlayControl );
|
|
|
|
if( bShowPlayControl )
|
|
{
|
|
// If the software alloc flag is checked, then don't enable
|
|
// the voice management flags
|
|
if( IsDlgButtonChecked( hDlg, IDC_ALLOC_SOFTWARE ) == BST_CHECKED )
|
|
EnableManagementFlags( hDlg, FALSE );
|
|
}
|
|
|
|
if( bShowPlayControl )
|
|
SetFocus( GetDlgItem( hDlg, IDC_PLAY ) );
|
|
else
|
|
SetFocus( GetDlgItem( hDlg, IDC_STOP ) );
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: EnableManagementFlags()
|
|
// Desc: Enable or disable the voice management flags
|
|
//-----------------------------------------------------------------------------
|
|
VOID EnableManagementFlags( HWND hDlg, BOOL bShowFlags )
|
|
{
|
|
EnableWindow( GetDlgItem( hDlg, IDC_BYTIME ), bShowFlags );
|
|
EnableWindow( GetDlgItem( hDlg, IDC_BYDISTANCE ), bShowFlags );
|
|
EnableWindow( GetDlgItem( hDlg, IDC_BYPRIORTY ), bShowFlags );
|
|
EnableWindow( GetDlgItem( hDlg, IDC_EDIT_PRIORITY ), bShowFlags );
|
|
}
|
|
|
|
|
|
|