Files
Client/Library/dxx8/samples/Multimedia/DirectSound/PlaySound/playsound.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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

361 lines
11 KiB
C++

//----------------------------------------------------------------------------
// File: PlaySound.cpp
//
// Desc: The PlaySound sample shows how to load and play a wave file using
// a DirectSound buffer.
//
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <basetsd.h>
#include <commdlg.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 );
HRESULT PlayBuffer( BOOL bLooped );
VOID OnTimer( HWND hDlg );
VOID EnablePlayUI( HWND hDlg, BOOL bEnable );
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
CSoundManager* g_pSoundManager = NULL;
CSound* g_pSound = NULL;
BOOL g_bBufferPaused;
//-----------------------------------------------------------------------------
// 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 )
{
// 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'/'pause' 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;
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 ) );
// Set the icon for this dialog.
SendMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
SendMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
// 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;
}
g_bBufferPaused = FALSE;
// Create a timer, so we can check for when the soundbuffer is stopped
SetTimer( hDlg, 0, 250, NULL );
// Set the UI controls
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, 0, 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;
HWND hLoopButton = GetDlgItem( hDlg, IDC_LOOP_CHECK );
BOOL bLooped = ( SendMessage( hLoopButton, BM_GETSTATE, 0, 0 ) == BST_CHECKED );
if( g_bBufferPaused )
{
// Play the buffer since it is currently paused
DWORD dwFlags = bLooped ? DSBPLAY_LOOPING : 0L;
if( FAILED( hr = g_pSound->Play( 0, dwFlags ) ) )
return DXTRACE_ERR( TEXT("Play"), hr );
// Update the UI controls to show the sound as playing
g_bBufferPaused = FALSE;
EnablePlayUI( hDlg, FALSE );
}
else
{
if( g_pSound->IsSoundPlaying() )
{
// To pause, just stop the buffer, but don't reset the position
if( g_pSound )
g_pSound->Stop();
g_bBufferPaused = TRUE;
SetDlgItemText( hDlg, IDC_PLAY, "Play" );
}
else
{
// The buffer is not playing, so play it again
DWORD dwFlags = bLooped ? DSBPLAY_LOOPING : 0L;
if( FAILED( hr = g_pSound->Play( 0, dwFlags ) ) )
return DXTRACE_ERR( TEXT("Play"), hr );
// Update the UI controls to show the sound as playing
g_bBufferPaused = FALSE;
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: EnablePlayUI( hDlg,)
// 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_STOP ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), TRUE );
SetFocus( GetDlgItem( hDlg, IDC_PLAY ) );
SetDlgItemText( hDlg, IDC_PLAY, "&Play" );
}
else
{
EnableWindow( GetDlgItem( hDlg, IDC_LOOP_CHECK ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_STOP ), TRUE );
SetFocus( GetDlgItem( hDlg, IDC_STOP ) );
EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), TRUE );
SetDlgItemText( hDlg, IDC_PLAY, "&Pause" );
}
}