Files
Client/Library/dxx8/samples/Multimedia/DirectSound/AmplitudeModulation/amplitudemodulation.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

517 lines
17 KiB
C++

//----------------------------------------------------------------------------
// File: AmplitudeModulation.cpp
//
// Desc: AmplitudeModulation sample shows how to create an effect buffer and
// adjust amplitude modulation parameters.
//
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <basetsd.h>
#include <mmsystem.h>
#include <mmreg.h>
#include <dxerr8.h>
#include <dsound.h>
#include <cguid.h>
#include <commctrl.h>
#include <commdlg.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 OnTimer( HWND hDlg );
VOID OnOpenSoundFile( HWND hDlg );
HRESULT ValidateWaveFile( HWND hDlg, TCHAR* strFileName );
HRESULT OnPlaySound( HWND hDlg );
HRESULT CreateAndFillBuffer( HWND hDlg, DWORD dwCreationFlags );
VOID OnEffectChanged( HWND hDlg );
VOID SetBufferOptions( LONG lFrequency, LONG lPan, LONG lVolume );
VOID EnablePlayUI( HWND hDlg, BOOL bEnable );
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
#define DSFX_GARGLE_RATEHZ_MAX 1000
#define DSFX_GARGLE_RATEHZ_MIN 1
TCHAR g_strWaveFileName[MAX_PATH];
CSoundManager* g_pSoundManager = NULL;
CSound* g_pSound = NULL;
LPDIRECTSOUNDFXGARGLE g_pIGargle = 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;
CoInitialize( NULL );
// Init the common control dll
InitCommonControls();
// Display the main dialog box.
DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN), NULL, MainDlgProc );
CoUninitialize();
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_COMMAND:
switch( LOWORD(wParam) )
{
case IDCANCEL:
EndDialog( hDlg, IDCANCEL );
break;
case IDC_SOUNDFILE:
OnOpenSoundFile( hDlg );
break;
case IDC_PLAY:
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:
SAFE_RELEASE( g_pIGargle );
if( g_pSound )
{
g_pSound->Stop();
g_pSound->Reset();
}
break;
case IDC_WAVEFORM_TRIANGLE:
case IDC_WAVEFORM_SQUARE:
OnEffectChanged( hDlg );
break;
default:
return FALSE; // Didn't handle message
}
break;
case WM_TIMER:
OnTimer( hDlg );
break;
case WM_INITDIALOG:
OnInitDialog( hDlg );
break;
case WM_NOTIFY:
OnEffectChanged( hDlg );
break;
case WM_DESTROY:
// Cleanup everything
KillTimer( hDlg, 1 );
SAFE_RELEASE( g_pIGargle );
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
HICON hIcon = LoadIcon( g_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;
}
// 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 );
// Get handles to dialog items
HWND hFreqSlider = GetDlgItem( hDlg, IDC_FREQUENCY_SLIDER );
// Set UI defaults
CheckDlgButton( hDlg, IDC_LOOP_CHECK, BST_CHECKED );
CheckRadioButton( hDlg, IDC_WAVEFORM_TRIANGLE, IDC_WAVEFORM_TRIANGLE, IDC_WAVEFORM_TRIANGLE );
// Set the range and position of the freq slider from
// DSBFREQUENCY_MIN and DSBFREQUENCY_MAX are DirectSound constants
PostMessage( hFreqSlider, TBM_SETRANGEMAX, TRUE, DSFX_GARGLE_RATEHZ_MAX );
PostMessage( hFreqSlider, TBM_SETRANGEMIN, TRUE, DSFX_GARGLE_RATEHZ_MIN );
PostMessage( hFreqSlider, TBM_SETPOS, TRUE, DSFX_GARGLE_RATEHZ_MIN );
// Load default wave file
TCHAR strFile[MAX_PATH];
GetWindowsDirectory( strFile, MAX_PATH );
lstrcat( strFile, "\\media\\ding.wav" );
if( FAILED( hr = ValidateWaveFile( hDlg, strFile ) ) )
{
// Set the UI controls
SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
SetDlgItemText( hDlg, IDC_STATUS, 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") );
}
// 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_STATUS, TEXT("Loading file...") );
SAFE_RELEASE( g_pIGargle );
if( g_pSound )
{
g_pSound->Stop();
g_pSound->Reset();
}
// Display the OpenFileName dialog. Then, try to load the specified file
if( TRUE != GetOpenFileName( &ofn ) )
{
if( g_pSound )
{
EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), TRUE );
EnableWindow( GetDlgItem( hDlg, IDC_STOP ), TRUE );
}
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Load aborted.") );
return;
}
SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
// Make sure wave file is a valid wav file
ValidateWaveFile( hDlg, strFileName );
// Remember the path for next time
strcpy( strPath, strFileName );
char* strLastSlash = strrchr( strPath, '\\' );
strLastSlash[0] = '\0';
}
//-----------------------------------------------------------------------------
// Name: ValidateWaveFile()
// Desc: Open the wave file with the helper
// class CWaveFile to make sure it is valid
//-----------------------------------------------------------------------------
HRESULT ValidateWaveFile( HWND hDlg, TCHAR* strFileName )
{
HRESULT hr;
CWaveFile waveFile;
if( -1 == GetFileAttributes(strFileName) )
return E_FAIL;
// Load the wave file
if( FAILED( hr = waveFile.Open( strFileName, NULL, WAVEFILE_READ ) ) )
{
waveFile.Close();
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Bad wave file.") );
return DXTRACE_ERR( TEXT("Open"), hr );
}
else // The load call succeeded
{
WAVEFORMATEX* pwfx = waveFile.GetFormat();
if( pwfx->wFormatTag != WAVE_FORMAT_PCM )
{
// Sound must be PCM when using DSBCAPS_CTRLFX
SAFE_RELEASE( g_pIGargle );
SAFE_DELETE( g_pSound );
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Wave file must be PCM for effects control.") );
SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
return S_FALSE;
}
// Update the UI controls to show the sound as the file is loaded
waveFile.Close();
EnablePlayUI( hDlg, TRUE );
SetDlgItemText( hDlg, IDC_FILENAME, strFileName );
SetDlgItemText( hDlg, IDC_STATUS, TEXT("File loaded.") );
strcpy( g_strWaveFileName, strFileName );
// Get the samples per sec from the wave file
DWORD dwSamplesPerSec = waveFile.m_pwfx->nSamplesPerSec;
return S_OK;
}
}
//-----------------------------------------------------------------------------
// Name: OnPlaySound()
// Desc: User hit the "Play" button
//-----------------------------------------------------------------------------
HRESULT OnPlaySound( HWND hDlg )
{
HRESULT hr;
DWORD dwCreationFlags;
DWORD dwResults;
LPDIRECTSOUNDBUFFER pDSB = NULL;
LPDIRECTSOUNDBUFFER8 pDSB8 = NULL;
BOOL bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED );
// We would only use CTRLFX control on dsound buffer
dwCreationFlags = DSBCAPS_CTRLFX;
// Free any previous sound and FXs
SAFE_RELEASE( g_pIGargle );
SAFE_DELETE( g_pSound );
// Since the user can change the focus before the sound is played,
// we need to create the sound buffer every time the play button is pressed
// Load the wave file into a DirectSound buffer
if( FAILED( hr = g_pSoundManager->Create( &g_pSound, g_strWaveFileName, dwCreationFlags, GUID_NULL ) ) )
{
// Not a critical failure, so just update the status
DXTRACE_ERR_NOMSGBOX( TEXT("Create"), hr );
if( hr == DSERR_BUFFERTOOSMALL )
{
// DSERR_BUFFERTOOSMALL will be returned if the buffer is
// less than DSBSIZE_FX_MIN (100ms) and the buffer is created
// with DSBCAPS_CTRLFX.
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Wave file is too short (less than 100ms) for effect processing.") );
}
else
{
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Could not create sound buffer.") );
}
return S_FALSE;
}
// Query IDirectSoundBuffer8 interface
pDSB = g_pSound->GetBuffer( 0 );
if( FAILED( hr = pDSB->QueryInterface( IID_IDirectSoundBuffer8, (LPVOID*) &pDSB8 ) ) )
return DXTRACE_ERR( TEXT("QueryInterface"), hr );
// Set gargle effect on the IDirectSoundBuffer8
DSEFFECTDESC dsed;
ZeroMemory( &dsed, sizeof(DSEFFECTDESC) );
dsed.dwSize = sizeof(DSEFFECTDESC);
dsed.dwFlags = 0;
dsed.guidDSFXClass = GUID_DSFX_STANDARD_GARGLE;
if( FAILED( hr = pDSB8->SetFX( 1, &dsed, &dwResults ) ) )
{
// Not a critical failure, so just update the status
DXTRACE_ERR( TEXT("SetFX"), hr );
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Could not set gargle effect.") );
return S_FALSE;
}
// Get gargle effect friendly interface
if( FAILED( hr = pDSB8->GetObjectInPath( GUID_DSFX_STANDARD_GARGLE, 0,
IID_IDirectSoundFXGargle,
(LPVOID*) &g_pIGargle ) ) )
return DXTRACE_ERR( TEXT("GetObjectInPath"), hr );
// Cleanup
SAFE_RELEASE( pDSB8 );
// Set the buffer options to what the sliders are set to
OnEffectChanged( hDlg );
// Play the sound
DWORD dwLooped = bLooped ? DSBPLAY_LOOPING : 0L;
if( FAILED( hr = g_pSound->Play( 0, dwLooped ) ) )
return DXTRACE_ERR( TEXT("Play"), hr );
// Update the UI controls to show the sound as playing
EnablePlayUI( hDlg, FALSE );
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Sound playing.") );
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 );
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Sound stopped.") );
}
}
}
//-----------------------------------------------------------------------------
// Name: OnEffectChanged()
// Desc: Called when the UI prompted an effect change
//-----------------------------------------------------------------------------
VOID OnEffectChanged( HWND hDlg )
{
DSFXGargle dsfxGargle;
// Get handles to dialog items
HWND hFreqSlider = GetDlgItem( hDlg, IDC_FREQUENCY_SLIDER );
// Get the position of the sliders
dsfxGargle.dwRateHz = (DWORD)SendMessage( hFreqSlider, TBM_GETPOS, 0, 0 );
// Update UI
TCHAR strBuffer[10];
wsprintf( strBuffer, TEXT("%ld"), dsfxGargle.dwRateHz );
SetDlgItemText( hDlg, IDC_FREQUENCY, strBuffer );
// Get wave form
if( IsDlgButtonChecked( hDlg, IDC_WAVEFORM_SQUARE ) == BST_CHECKED )
dsfxGargle.dwWaveShape = DSFXGARGLE_WAVE_SQUARE;
else
dsfxGargle.dwWaveShape = DSFXGARGLE_WAVE_TRIANGLE;
// Set the options in the DirectSound buffer
if( g_pSound && g_pIGargle )
{
g_pIGargle->SetAllParameters( &dsfxGargle );
}
}
//-----------------------------------------------------------------------------
// 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 );
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 ) );
}
}