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>
45 lines
1.5 KiB
Plaintext
45 lines
1.5 KiB
Plaintext
//-----------------------------------------------------------------------------
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//
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// Sample Name: DMDrums Sample
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//
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// Copyright (C) 1999-2001 Microsoft Corporation. All rights reserved.
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//
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//-----------------------------------------------------------------------------
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Description
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===========
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The DMDrums sample illustrates playing Motif's from a
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DirectMusic segment, as well as playing grooves from that
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same segment using different instrument sets.
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Path
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====
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Source: DXSDK\Samples\Multimedia\VBSamples\DirectMusic\DMDrums
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Executable: DXSDK\Samples\Multimedia\VBSamples\DirectMusic\bin
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User's Guide
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============
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Clicking any of the drum buttons will play that Drum based on the
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current grove and instrument set. You can also click the Play
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button to play a default sample of that instrument set. Volume and
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Tempo can also be changed.
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Programming Notes
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=================
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On startup drums!.sgt and drums!.sty are loaded, and all motifs are
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loaded from the style. All available bands are loaded next, and the
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list of 'Grooves' are loaded. We then play each motif whenever the
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corresponding button is pressed. If the Play button is stopped we
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play the default segment.
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Whenever a new band is selected we unload the current band, and then
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load a new band (based on what is selected in the list box), and download
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that band. We also call SetMasterGrooveLevel whenever the groove has changed.
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Finally, we can turn on and off environmental reverb by changing the default
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audio path for DirectMusic.
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