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- //-----------------------------------------------------------------------------
- //
- // Sample Name: SimpleAudioPath Sample
- //
- // Copyright (C) 1999-2001 Microsoft Corporation. All rights reserved.
- //
- // GM/GS« Sound Set Copyright ⌐1996, Roland Corporation U.S.
- //
- //-----------------------------------------------------------------------------
-
-
-
- Description
- ===========
- The AudioPath sample demonstrates how different sounds can be played
- on an audiopath, and how the parameters of all sounds are affected
- by changes made on the audiopath.
-
- Path
- ====
- Source: DXSDK\Samples\Multimedia\VBSamples\DirectMusic\SimpleAudioPath
-
- Executable: DXSDK\Samples\Multimedia\VBSamples\DirectMusic\Bin
-
- User's Guide
- ============
- Click Lullaby, Snore, and Mumble to play different sounds. Adjust the
- 3-D position of the sounds by using the sliders. Click Rude Awakening
- to play a different sound and stop all other sounds.
-
- Programming Notes
- =================
- The AudioPath differs by showing some of the various uses of an
- audiopath. Here's how:
-
- * Upon init.
- 1. Calls DirectMusicPerformance8::CreateStandardAudioPath passing
- in DMUS_APATH_DYNAMIC_3D to create a 3D audiopath.
- 2. Loads all of the files needed for this sample.
-
- * Upon 3D positoin slider change. See SetPosition
- 1. Calls DirectMusicAudioPath.GetObjectInPath on the 3D audiopath to
- get the DirectSound3DBuffer from it.
- 2. Calls DirectSound3DBuffer.SetPosition to set a new 3D position on
- the buffer of the audiopath.
-
- * Upon button click. See cmdSeg_Click.
- - If its the first button, "Lullaby", this plays the primary segment
- on the 3D audiopath by calling PlaySegmentEx passing in
- DMUS_SEGF_DEFAULT and the 3D audiopath.
- - If its the second or third button, this plays a secondary segment
- on the 3D audiopath by calling PlaySegmentEx passing in
- DMUS_SEGF_DEFAULT or DMUS_SEGF_SECONDARY and the 3D audiopath.
- - If its the forth button, "Rude Awakening", this plays a primary segment
- on the 3D audiopath by calling PlaySegmentEx passing in
- the 3D audiopath, and setting the pFrom to the 3D audiopath.
- This causes all currently playing segments to stop when this one starts.
-
-