Files
Client/Library/dxx8/samples/Multimedia/DirectSound/VoiceManagement/voicemanagement.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

681 lines
24 KiB
C++

//----------------------------------------------------------------------------
// File: VoiceManagement.cpp
//
// Desc: Main application file for the VoiceManagement sample.
//
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <basetsd.h>
#include <commdlg.h>
#include <commctrl.h>
#include <mmreg.h>
#include <dxerr8.h>
#include <dsound.h>
#include "resource.h"
#include "DSUtil.h"
#include "DXUtil.h"
//-----------------------------------------------------------------------------
// Function-prototypes
//-----------------------------------------------------------------------------
INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
VOID OnInitDialog( HWND hDlg );
VOID OnOpenSoundFile( HWND hDlg );
HRESULT OnPlaySound( HWND hDlg );
VOID OnTimer( HWND hDlg );
VOID EnablePlayUI( HWND hDlg, BOOL bShowPlayControl );
VOID EnableManagementFlags( HWND hDlg, BOOL bShowFlags );
VOID UpdateBehaviorText( HWND hDlg );
VOID SetFileUI( HWND hDlg, TCHAR* strFileName );
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
CSoundManager* g_pSoundManager = NULL;
CSound* g_pSound = NULL;
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point for the application. Since we use a simple dialog for
// user interaction we don't need to pump messages.
//-----------------------------------------------------------------------------
INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR pCmdLine,
INT nCmdShow )
{
InitCommonControls();
// Display the main dialog box.
DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN), NULL, MainDlgProc );
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: MainDlgProc()
// Desc: Handles dialog messages
//-----------------------------------------------------------------------------
INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
{
HRESULT hr;
switch( msg )
{
case WM_INITDIALOG:
OnInitDialog( hDlg );
break;
case WM_COMMAND:
switch( LOWORD(wParam) )
{
case IDC_SOUNDFILE:
OnOpenSoundFile( hDlg );
break;
case IDCANCEL:
EndDialog( hDlg, IDCANCEL );
break;
case IDC_PLAY:
// The 'play' button was pressed
if( FAILED( hr = OnPlaySound( hDlg ) ) )
{
DXTRACE_ERR( TEXT("OnPlaySound"), hr );
MessageBox( hDlg, "Error playing DirectSound buffer."
"Sample will now exit.", "DirectSound Sample",
MB_OK | MB_ICONERROR );
EndDialog( hDlg, IDABORT );
}
break;
case IDC_STOP:
if( g_pSound )
{
g_pSound->Stop();
g_pSound->Reset();
}
EnablePlayUI( hDlg, TRUE );
break;
case IDC_ALLOC_HARDWARE:
case IDC_ALLOC_EITHER:
EnableManagementFlags( hDlg, TRUE );
UpdateBehaviorText( hDlg );
break;
case IDC_ALLOC_SOFTWARE:
EnableManagementFlags( hDlg, FALSE );
UpdateBehaviorText( hDlg );
break;
case IDC_BYTIME:
if( IsDlgButtonChecked( hDlg, IDC_BYTIME ) == BST_CHECKED )
CheckDlgButton( hDlg, IDC_BYDISTANCE, BST_UNCHECKED );
UpdateBehaviorText( hDlg );
break;
case IDC_BYDISTANCE:
if( IsDlgButtonChecked( hDlg, IDC_BYDISTANCE ) == BST_CHECKED )
CheckDlgButton( hDlg, IDC_BYTIME, BST_UNCHECKED );
UpdateBehaviorText( hDlg );
break;
case IDC_BYPRIORTY:
UpdateBehaviorText( hDlg );
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_pSound );
SAFE_DELETE( g_pSoundManager );
break;
default:
return FALSE; // Didn't handle message
}
return TRUE; // Handled message
}
//-----------------------------------------------------------------------------
// Name: OnInitDialog()
// Desc: Initializes the dialogs (sets up UI controls, etc.)
//-----------------------------------------------------------------------------
VOID OnInitDialog( HWND hDlg )
{
HRESULT hr;
// Load the icon
#ifdef _WIN64
HINSTANCE hInst = (HINSTANCE) GetWindowLongPtr( hDlg, GWLP_HINSTANCE );
#else
HINSTANCE hInst = (HINSTANCE) GetWindowLong( hDlg, GWL_HINSTANCE );
#endif
HICON hIcon = LoadIcon( hInst, MAKEINTRESOURCE( IDR_MAINFRAME ) );
// Create a static IDirectSound in the CSound class.
// Set coop level to DSSCL_PRIORITY, and set primary buffer
// format to stereo, 22kHz and 16-bit output.
g_pSoundManager = new CSoundManager();
if( FAILED( hr = g_pSoundManager->Initialize( hDlg, DSSCL_PRIORITY, 2, 22050, 16 ) ) )
{
DXTRACE_ERR( TEXT("Initialize"), hr );
MessageBox( hDlg, "Error initializing DirectSound. Sample will now exit.",
"DirectSound Sample", MB_OK | MB_ICONERROR );
EndDialog( hDlg, IDABORT );
return;
}
// Check the 'hardware' voice allocation button by default.
CheckRadioButton( hDlg, IDC_ALLOC_EITHER, IDC_ALLOC_SOFTWARE, IDC_ALLOC_EITHER );
HWND hEditPri = GetDlgItem( hDlg, IDC_EDIT_PRIORITY );
HWND hSpinPri = GetDlgItem( hDlg, IDC_SPIN_PRIORITY );
SendMessage( hSpinPri, UDM_SETBUDDY, (WPARAM) hEditPri, 0 );
SendMessage( hSpinPri, UDM_SETRANGE, 0, MAKELONG (0x7FFF, 0) );
SendMessage( hSpinPri, UDM_SETPOS, 0, 0 );
SendMessage( hEditPri, EM_LIMITTEXT, 5, 0 );
// Set the icon for this dialog.
PostMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
PostMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
// Create a timer, so we can check for when the soundbuffer is stopped
SetTimer( hDlg, 0, 250, NULL );
// Set the UI controls
UpdateBehaviorText( hDlg );
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 )
{
HRESULT hr;
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_pSound )
{
g_pSound->Stop();
g_pSound->Reset();
}
// Update the UI controls to show the sound as loading a file
EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), FALSE);
EnableWindow( GetDlgItem( hDlg, IDC_STOP ), FALSE);
SetDlgItemText( hDlg, IDC_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("") );
// Free any previous sound, and make a new one
SAFE_DELETE( g_pSound );
// Load the wave file into a DirectSound buffer
if( FAILED( hr = g_pSoundManager->Create( &g_pSound, strFileName,
DSBCAPS_LOCDEFER, GUID_NULL ) ) )
{
// Not a critical failure, so just update the status
DXTRACE_ERR_NOMSGBOX( TEXT("Create"), 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
SetDlgItemText( hDlg, IDC_FILENAME, strFileName );
EnablePlayUI( hDlg, TRUE );
// Remember the path for next time
strcpy( strPath, strFileName );
char* strLastSlash = strrchr( strPath, '\\' );
strLastSlash[0] = '\0';
}
//-----------------------------------------------------------------------------
// Name: OnPlaySound()
// Desc: User hit the "Play" button
//-----------------------------------------------------------------------------
HRESULT OnPlaySound( HWND hDlg )
{
HRESULT hr;
LONG lPriority;
DWORD dwPlayFlags;
BOOL bLooped;
BOOL bAllocHW;
BOOL bAllocSW;
BOOL bAllocEither;
BOOL bByTime;
BOOL bByDistance;
BOOL bByPriority;
bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED );
// Determine where the buffer would like to be allocated
bAllocHW = ( IsDlgButtonChecked( hDlg, IDC_ALLOC_HARDWARE ) == BST_CHECKED );
bAllocSW = ( IsDlgButtonChecked( hDlg, IDC_ALLOC_SOFTWARE ) == BST_CHECKED );
bAllocEither = ( IsDlgButtonChecked( hDlg, IDC_ALLOC_EITHER ) == BST_CHECKED );
if( bAllocHW || bAllocEither )
{
// Determine how the buffer should steal hardware resources (if they are not available)
bByTime = ( IsDlgButtonChecked( hDlg, IDC_BYTIME ) == BST_CHECKED );
bByDistance = ( IsDlgButtonChecked( hDlg, IDC_BYDISTANCE ) == BST_CHECKED );
bByPriority = ( IsDlgButtonChecked( hDlg, IDC_BYPRIORTY ) == BST_CHECKED );
}
else
{
// Buffers running in software are not allowed to have
// voice management flags since they have no need to
// steal hardware resources.
bByTime = FALSE;
bByDistance = FALSE;
bByPriority = FALSE;
}
// Get the buffer priority
TCHAR strText[MAX_PATH];
GetDlgItemText( hDlg, IDC_EDIT_PRIORITY, strText, MAX_PATH );
lPriority = atol( strText );
if( lPriority < 0 || lPriority > 32767 )
{
MessageBox( hDlg, "Please enter a buffer priority between 0 and 32767",
"DirectSound Sample", MB_OK );
return S_OK;
}
// Figure out the voice allocation flag from the dialog,
// and what the user should expect based on the dialog choice
if( bAllocSW )
dwPlayFlags = DSBPLAY_LOCSOFTWARE;
if( bAllocHW )
dwPlayFlags = DSBPLAY_LOCHARDWARE;
if( bAllocEither )
dwPlayFlags = 0;
// Figure out what voice management flags should be based on the dlg
if( bByTime )
{
if( bByPriority )
{
dwPlayFlags |= DSBPLAY_TERMINATEBY_TIME |
DSBPLAY_TERMINATEBY_PRIORITY;
}
else
{
dwPlayFlags |= DSBPLAY_TERMINATEBY_TIME;
}
}
else if( bByDistance )
{
if( bByPriority )
{
dwPlayFlags |= DSBPLAY_TERMINATEBY_DISTANCE |
DSBPLAY_TERMINATEBY_PRIORITY;
}
else
{
dwPlayFlags |= DSBPLAY_TERMINATEBY_DISTANCE;
}
}
else
{
if( bByPriority )
{
dwPlayFlags |= DSBPLAY_TERMINATEBY_PRIORITY;
}
else
{
dwPlayFlags |= 0;
}
}
if( bLooped )
dwPlayFlags |= DSBPLAY_LOOPING;
// Play the sound
if( FAILED( hr = g_pSound->Play( lPriority, dwPlayFlags ) ) )
{
if( hr == DSERR_CONTROLUNAVAIL ||
hr == DSERR_INVALIDCALL ||
hr == E_FAIL ||
hr == E_NOTIMPL)
{
DXTRACE_ERR_NOMSGBOX( TEXT("Play"), hr );
if( hr == DSERR_INVALIDCALL )
{
MessageBox( hDlg, "Unsupported wave file format.",
"DirectPlay Sample", MB_OK | MB_ICONERROR );
}
else
{
MessageBox( hDlg, "The buffer could not be played.",
"DirectPlay Sample", MB_OK | MB_ICONERROR );
}
return S_OK;
}
return DXTRACE_ERR( TEXT("Play"), hr );
}
// Update the UI controls to show the sound as playing
EnablePlayUI( hDlg, FALSE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: OnTimer()
// Desc: When we think the sound is playing this periodically checks to see if
// the sound has stopped. If it has then updates the dialog.
//-----------------------------------------------------------------------------
VOID OnTimer( HWND hDlg )
{
if( IsWindowEnabled( GetDlgItem( hDlg, IDC_STOP ) ) )
{
// We think the sound is playing, so see if it has stopped yet.
if( !g_pSound->IsSoundPlaying() )
{
// Update the UI controls to show the sound as stopped
EnablePlayUI( hDlg, TRUE );
}
}
}
//-----------------------------------------------------------------------------
// Name: UpdateBehaviorText()
// Desc: Figure out what the expected behavoir is based on the dialog,
// and display it on the dialog
//-----------------------------------------------------------------------------
VOID UpdateBehaviorText( HWND hDlg )
{
TCHAR strExcepted[1024];
BOOL bAllocHW;
BOOL bAllocSW;
BOOL bAllocEither;
BOOL bByTime;
BOOL bByDistance;
BOOL bByPriority;
// Determine where the buffer would like to be allocated
bAllocHW = ( IsDlgButtonChecked( hDlg, IDC_ALLOC_HARDWARE ) == BST_CHECKED );
bAllocSW = ( IsDlgButtonChecked( hDlg, IDC_ALLOC_SOFTWARE ) == BST_CHECKED );
bAllocEither = ( IsDlgButtonChecked( hDlg, IDC_ALLOC_EITHER ) == BST_CHECKED );
if( bAllocHW || bAllocEither )
{
// Determine how the buffer should steal hardware resources (if they are not available)
bByTime = ( IsDlgButtonChecked( hDlg, IDC_BYTIME ) == BST_CHECKED );
bByDistance = ( IsDlgButtonChecked( hDlg, IDC_BYDISTANCE ) == BST_CHECKED );
bByPriority = ( IsDlgButtonChecked( hDlg, IDC_BYPRIORTY ) == BST_CHECKED );
}
else
{
// Buffers running in software are not allowed to have
// voice management flags since they have no need to
// steal hardware resources.
bByTime = FALSE;
bByDistance = FALSE;
bByPriority = FALSE;
}
// Figure what the user should expect based on the dialog choice
if( bAllocSW )
{
strcpy( strExcepted, "The new sound will be played in software" );
}
if( bAllocHW )
{
strcpy( strExcepted, "The new sound will be played in hardware" );
}
if( bAllocEither )
{
strcpy( strExcepted, "The new sound will be played in hardware "
"if available" );
}
if( bByTime )
{
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 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 lowest priority as set by the "
"IDirectSoundBuffer::Play priority argument "
"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 );
}