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- //----------------------------------------------------------------------------
- // 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" );
- }
- }
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