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