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- //----------------------------------------------------------------------------
- // File: StreamData.cpp
- //
- // Desc: The StreamData sample shows how to streaming wave data into
- // 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"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Function-prototypes
- //-----------------------------------------------------------------------------
- INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
- DWORD WINAPI NotificationProc( LPVOID lpParameter );
- VOID OnInitDialog( HWND hDlg );
- HRESULT InitDirectSound( HWND hDlg );
- HRESULT FreeDirectSound();
- VOID OnOpenSoundFile( HWND hDlg );
- VOID LoadWaveAndCreateBuffer( HWND hDlg, TCHAR* strFileName );
- HRESULT InitDSoundNotification();
- HRESULT PlayBuffer( BOOL bLooped );
- HRESULT HandleNotification( BOOL bLooped );
- VOID OnTimer( HWND hDlg );
- VOID EnablePlayUI( HWND hDlg, BOOL bEnable );
-
-
-
-
- //-----------------------------------------------------------------------------
- // Defines, constants, and global variables
- //-----------------------------------------------------------------------------
- #define NUM_PLAY_NOTIFICATIONS 16
-
- #define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
- #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
-
- CSoundManager* g_pSoundManager = NULL;
- CStreamingSound* g_pStreamingSound = NULL;
- HANDLE g_hNotificationEvent = NULL;
- DWORD g_dwNotifyThreadID = 0;
- HANDLE g_hNotifyThread = 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;
- g_hNotificationEvent = CreateEvent( NULL, FALSE, FALSE, NULL );
-
- // Display the main dialog box.
- DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN), NULL, MainDlgProc );
-
- CloseHandle( g_hNotificationEvent );
-
- return TRUE;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: NotificationProc()
- // Desc: Handles dsound notifcation events
- //-----------------------------------------------------------------------------
- DWORD WINAPI NotificationProc( LPVOID lpParameter )
- {
- HRESULT hr;
- HWND hDlg = (HWND) lpParameter;
- MSG msg;
- DWORD dwResult;
- BOOL bDone = FALSE;
- BOOL bLooped;
-
- while( !bDone )
- {
- dwResult = MsgWaitForMultipleObjects( 1, &g_hNotificationEvent,
- FALSE, INFINITE, QS_ALLEVENTS );
- switch( dwResult )
- {
- case WAIT_OBJECT_0 + 0:
- // g_hNotificationEvent is signaled
-
- // This means that DirectSound just finished playing
- // a piece of the buffer, so we need to fill the circular
- // buffer with new sound from the wav file
- bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED );
- if( FAILED( hr = g_pStreamingSound->HandleWaveStreamNotification( bLooped ) ) )
- {
- DXTRACE_ERR( TEXT("HandleWaveStreamNotification"), hr );
- MessageBox( hDlg, "Error handling DirectSound notifications."
- "Sample will now exit.", "DirectSound Sample",
- MB_OK | MB_ICONERROR );
- bDone = TRUE;
- }
-
- break;
-
- case WAIT_OBJECT_0 + 1:
- // Messages are available
- while( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
- {
- if( msg.message == WM_QUIT )
- bDone = TRUE;
- }
- break;
- }
- }
-
- return 0;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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:
- PostQuitMessage( 0 );
- EndDialog( hDlg, IDCANCEL );
- break;
-
- case IDC_PLAY:
- {
- BOOL bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED );
-
- if( FAILED( hr = PlayBuffer( bLooped ) ) )
- {
- DXTRACE_ERR( TEXT("PlayBuffer"), hr );
- MessageBox( hDlg, "Error playing DirectSound buffer."
- "Sample will now exit.", "DirectSound Sample",
- MB_OK | MB_ICONERROR );
- EndDialog( hDlg, IDABORT );
- }
-
- // Update the UI controls to show the sound as playing
- EnablePlayUI( hDlg, FALSE );
- }
- break;
-
- case IDC_STOP:
- if( g_pStreamingSound )
- {
- g_pStreamingSound->Stop();
- g_pStreamingSound->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_pStreamingSound );
- SAFE_DELETE( g_pSoundManager );
-
- // Close down notification thread
- PostThreadMessage( g_dwNotifyThreadID, WM_QUIT, 0, 0 );
- WaitForSingleObject( g_hNotifyThread, INFINITE );
- CloseHandle( g_hNotifyThread );
- 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 ) );
-
- // 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;
- }
-
- // Create a thread to handle DSound notifications
- g_hNotifyThread = CreateThread( NULL, 0, NotificationProc,
- hDlg, 0, &g_dwNotifyThreadID );
-
- // 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 )
- {
- 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_pStreamingSound )
- {
- g_pStreamingSound->Stop();
- g_pStreamingSound->Reset();
- }
-
- // Update the UI controls to show the sound as loading a file
- EnableWindow( GetDlgItem( hDlg, IDC_LOOP_CHECK ), FALSE );
- 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("") );
-
- // Load the wave file and create a DirectSound buffer
- LoadWaveAndCreateBuffer( hDlg, strFileName );
-
- // Remember the path for next time
- strcpy( strPath, strFileName );
- char* strLastSlash = strrchr( strPath, '\\' );
- strLastSlash[0] = '\0';
- }
-
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: LoadWaveAndCreateBuffer()
- // Desc: Loads the wave file, and create a DirectSound buffer. Since we are
- // streaming data into the buffer, the buffer will be filled with data
- // when the sound is played, and as notification events are signaled
- //-----------------------------------------------------------------------------
- VOID LoadWaveAndCreateBuffer( HWND hDlg, TCHAR* strFileName )
- {
- HRESULT hr;
- CWaveFile waveFile;
- DWORD dwNotifySize;
-
- // Load the wave file
- if( FAILED( hr = waveFile.Open( strFileName, NULL, WAVEFILE_READ ) ) )
- {
- DXTRACE_ERR( TEXT("Open"), hr );
- waveFile.Close();
- SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Bad wave file.") );
- return;
- }
-
- if( waveFile.GetSize() == 0 )
- {
- waveFile.Close();
- SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Wave file blank.") );
- return;
- }
-
- // The wave file is valid, and waveFile.m_pwfx is the wave's format
- // so we are done with the reader.
- waveFile.Close();
-
- // This samples works by dividing a 3 second streaming buffer into
- // NUM_PLAY_NOTIFICATIONS (16) pieces. It creates a notification for each
- // piece and when a notification arrives then it fills the circular streaming
- // buffer with new wav data over the sound data which was just played
-
- // Determine the g_dwNotifySize. It should be an integer multiple of nBlockAlign
- DWORD nBlockAlign = (DWORD)waveFile.m_pwfx->nBlockAlign;
- INT nSamplesPerSec = waveFile.m_pwfx->nSamplesPerSec;
- dwNotifySize = nSamplesPerSec * 3 * nBlockAlign / NUM_PLAY_NOTIFICATIONS;
- dwNotifySize -= dwNotifySize % nBlockAlign;
-
- // Create a new sound
- SAFE_DELETE( g_pStreamingSound );
-
- // Set up the direct sound buffer. Request the NOTIFY flag, so
- // that we are notified as the sound buffer plays. Note, that using this flag
- // may limit the amount of hardware acceleration that can occur.
- if( FAILED( hr = g_pSoundManager->CreateStreaming( &g_pStreamingSound, strFileName,
- DSBCAPS_CTRLPOSITIONNOTIFY | DSBCAPS_GETCURRENTPOSITION2,
- GUID_NULL, NUM_PLAY_NOTIFICATIONS,
- dwNotifySize, g_hNotificationEvent ) ) )
- {
- if( hr != DSERR_BADFORMAT && hr != E_INVALIDARG )
- DXTRACE_ERR( TEXT("CreateStreaming"), 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
- EnablePlayUI( hDlg, TRUE );
- SetDlgItemText( hDlg, IDC_FILENAME, strFileName );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: PlayBuffer()
- // Desc: Reset the buffer, fill it with sound, and starting it playing
- //-----------------------------------------------------------------------------
- HRESULT PlayBuffer( BOOL bLooped )
- {
- HRESULT hr;
-
- if( NULL == g_pStreamingSound )
- return E_FAIL; // Sanity check
-
- if( FAILED( hr = g_pStreamingSound->Reset() ) )
- return DXTRACE_ERR( TEXT("Reset"), hr );
-
- // Fill the entire buffer with wave data, and if the wav file is small then
- // repeat the wav file if the user wants to loop the file, otherwise fill in
- // silence
- LPDIRECTSOUNDBUFFER pDSB = g_pStreamingSound->GetBuffer( 0 );
- if( FAILED( hr = g_pStreamingSound->FillBufferWithSound( pDSB, bLooped ) ) )
- return DXTRACE_ERR( TEXT("FillBufferWithSound"), hr );
-
- // Always play with the LOOPING flag since the streaming buffer
- // wraps around before the entire WAV is played
- if( FAILED( hr = g_pStreamingSound->Play( 0, DSBPLAY_LOOPING ) ) )
- return DXTRACE_ERR( TEXT("Play"), hr );
-
- 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_pStreamingSound->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_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 ) );
- }
- }
-
-
-
-
-