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- // PROG13_2.CPP - Making a simple sound with DirectSound
- // makes a 500hz tone, try changing it for fun!
-
- // INCLUDES ///////////////////////////////////////////////
- #define WIN32_LEAN_AND_MEAN
- #define INITGUID
-
- #include <windows.h> // include important windows stuff
- #include <windowsx.h>
- #include <mmsystem.h>
- #include <iostream.h> // include important C/C++ stuff
- #include <conio.h>
- #include <stdlib.h>
- #include <malloc.h>
- #include <memory.h>
- #include <string.h>
- #include <stdarg.h>
- #include <stdio.h>
- #include <math.h>
- #include <io.h>
- #include <fcntl.h>
-
- #include <ddraw.h> // directX includes
- #include <dsound.h>
-
- // DEFINES ////////////////////////////////////////////////
-
- // directx 7+ compatibility, MS got rid of this constant, but I like it
- #ifndef DSBCAPS_CTRLDEFAULT
- #define DSBCAPS_CTRLDEFAULT (DSBCAPS_CTRLFREQUENCY | DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME )
- #endif
-
-
- // defines for windows
- #define WINDOW_CLASS_NAME "WINXCLASS" // class name
-
- #define WINDOW_WIDTH 320 // size of window
- #define WINDOW_HEIGHT 240
- #define SCREEN_WIDTH 640 // size of screen
- #define SCREEN_HEIGHT 480
- #define SCREEN_BPP 8 // bits per pixel
-
- // MACROS /////////////////////////////////////////////////
-
- // these read the keyboard asynchronously
- #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
- #define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
-
- // TYPES //////////////////////////////////////////////////
-
- typedef unsigned short USHORT;
- typedef unsigned short WORD;
- typedef unsigned char UCHAR;
- typedef unsigned char BYTE;
-
- // PROTOTYPES /////////////////////////////////////////////
-
- int Game_Init(void *parms=NULL);
- int Game_Shutdown(void *parms=NULL);
- int Game_Main(void *parms=NULL);
-
- // GLOBALS ////////////////////////////////////////////////
-
- HWND main_window_handle = NULL; // save the window handle
- HINSTANCE main_instance = NULL; // save the instance
- char buffer[80]; // used to print text
-
- LPDIRECTSOUND lpds; // directsound interface pointer
- DSBUFFERDESC dsbd; // directsound description
- DSCAPS dscaps; // directsound caps
- HRESULT dsresult; // general directsound result
- DSBCAPS dsbcaps; // directsound buffer caps
-
- LPDIRECTSOUNDBUFFER lpdsbprimary, // you won't need this normally
- lpdsbsecondary; // the sound buffers
-
- WAVEFORMATEX pcmwf; // generic waveformat structure
-
- // FUNCTIONS //////////////////////////////////////////////
-
- LRESULT CALLBACK WindowProc(HWND hwnd,
- UINT msg,
- WPARAM wparam,
- LPARAM lparam)
- {
- // this is the main message handler of the system
- PAINTSTRUCT ps; // used in WM_PAINT
- HDC hdc; // handle to a device context
-
- // what is the message
- switch(msg)
- {
- case WM_CREATE:
- {
- // do initialization stuff here
- return(0);
- } break;
-
- case WM_PAINT:
- {
- // start painting
- hdc = BeginPaint(hwnd,&ps);
-
- // end painting
- EndPaint(hwnd,&ps);
- return(0);
- } break;
-
- case WM_DESTROY:
- {
- // kill the application
- PostQuitMessage(0);
- return(0);
- } break;
-
- default:break;
-
- } // end switch
-
- // process any messages that we didn't take care of
- return (DefWindowProc(hwnd, msg, wparam, lparam));
-
- } // end WinProc
-
- // WINMAIN ////////////////////////////////////////////////
-
- int WINAPI WinMain( HINSTANCE hinstance,
- HINSTANCE hprevinstance,
- LPSTR lpcmdline,
- int ncmdshow)
- {
-
- WNDCLASS winclass; // this will hold the class we create
- HWND hwnd; // generic window handle
- MSG msg; // generic message
- HDC hdc; // generic dc
- PAINTSTRUCT ps; // generic paintstruct
-
- // first fill in the window class stucture
- winclass.style = CS_DBLCLKS | CS_OWNDC |
- CS_HREDRAW | CS_VREDRAW;
- winclass.lpfnWndProc = WindowProc;
- winclass.cbClsExtra = 0;
- winclass.cbWndExtra = 0;
- winclass.hInstance = hinstance;
- winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
- winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
- winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
- winclass.lpszMenuName = NULL;
- winclass.lpszClassName = WINDOW_CLASS_NAME;
-
- // register the window class
- if (!RegisterClass(&winclass))
- return(0);
-
- // create the window, note the use of WS_POPUP
- if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
- "WinX Game Console - 500hz Tone", // title
- WS_OVERLAPPEDWINDOW | WS_VISIBLE,
- 0,0, // x,y
- WINDOW_WIDTH, // width
- WINDOW_HEIGHT, // height
- NULL, // handle to parent
- NULL, // handle to menu
- hinstance,// instance
- NULL))) // creation parms
- return(0);
-
- // save the window handle and instance in a global
- main_window_handle = hwnd;
- main_instance = hinstance;
-
- // perform all game console specific initialization
- // start up the directsound sound
- Game_Init();
-
- // enter main event loop
- while(1)
- {
- if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
- {
- // test if this is a quit
- if (msg.message == WM_QUIT)
- break;
-
- // translate any accelerator keys
- TranslateMessage(&msg);
-
- // send the message to the window proc
- DispatchMessage(&msg);
- } // end if
-
- // main game processing goes here
- Game_Main();
-
- } // end while
-
- // shutdown game and release all resources
- Game_Shutdown();
-
- // return to Windows like this
- return(msg.wParam);
-
- } // end WinMain
-
- // WINX GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
-
- int Game_Init(void *parms)
- {
- // this function is where you do all the initialization
- // for your game
-
- // this example does everything: it sets up directsound
- // creates a secondary buffer, loads it with a synthesizer
- // sine wave and plays it
-
- void *audio_ptr_1 = NULL, // used to lock memory
- *audio_ptr_2 = NULL;
-
- DWORD dsbstatus; // status of sound buffer
-
- DWORD audio_length_1 = 0, // length of locked memory
- audio_length_2 = 0,
- snd_buffer_length = 64000; // working buffer
-
- // allocate memory for buffer
- UCHAR *snd_buffer_ptr = (UCHAR *)malloc(snd_buffer_length);
-
- // we need some data for the buffer, you could load a .VOC or .WAV
- // but as an example, lets synthesize the data
-
- // fill buffer with a synthesized 500hz sine wave
- for (int index=0; index < (int)snd_buffer_length; index++)
- snd_buffer_ptr[index] = 127*sin(6.28*((float)(index%22))/(float)22);
-
- // note the math, 127 is the scale or amplitude
- // 6.28 is to convert to radians
- // (index % 22) read below
- // we are playing at 11025 hz or 11025 cycles/sec therefore, in 1 sec
- // we want 100 cycles of our synthesized sound, thus 11025/500 is approx.
- // 22, thus we want the waveform to repeat each 22 clicks of index, so
- // normalize to 22
-
-
- // create a directsound object
- if (DirectSoundCreate(NULL, &lpds, NULL)!=DS_OK )
- return(0);
-
- // set cooperation level
- if (lpds->SetCooperativeLevel(main_window_handle,DSSCL_NORMAL)!=DS_OK)
- return(0);
-
- // set up the format data structure
- memset(&pcmwf, 0, sizeof(WAVEFORMATEX));
-
- pcmwf.wFormatTag = WAVE_FORMAT_PCM;
- pcmwf.nChannels = 1;
- pcmwf.nSamplesPerSec = 11025;
- pcmwf.nBlockAlign = 1;
- pcmwf.nAvgBytesPerSec = pcmwf.nSamplesPerSec * pcmwf.nBlockAlign;
- pcmwf.wBitsPerSample = 8;
- pcmwf.cbSize = 0;
-
- // create the secondary buffer (no need for a primary)
- memset(&dsbd,0,sizeof(DSBUFFERDESC));
- dsbd.dwSize = sizeof(DSBUFFERDESC);
- dsbd.dwFlags = DSBCAPS_CTRLDEFAULT | DSBCAPS_STATIC | DSBCAPS_LOCSOFTWARE;
- dsbd.dwBufferBytes = snd_buffer_length+1;
- dsbd.lpwfxFormat = &pcmwf;
-
- if (lpds->CreateSoundBuffer(&dsbd,&lpdsbsecondary,NULL)!=DS_OK)
- return(0);
-
- // copy data into sound buffer
- if (lpdsbsecondary->Lock(0,
- snd_buffer_length,
- &audio_ptr_1,
- &audio_length_1,
- &audio_ptr_2,
- &audio_length_2,
- DSBLOCK_FROMWRITECURSOR)!=DS_OK)
- return(0);
-
- // copy first section of circular buffer
- CopyMemory(audio_ptr_1, snd_buffer_ptr, audio_length_1);
-
- // copy last section of circular buffer
- CopyMemory(audio_ptr_2, (snd_buffer_ptr+audio_length_1),audio_length_2);
-
- // unlock the buffer
- if (lpdsbsecondary->Unlock(audio_ptr_1,
- audio_length_1,
- audio_ptr_2,
- audio_length_2)!=DS_OK)
- return(0);
-
- // play the sound in looping mode
- if (lpdsbsecondary->Play(0,0,DSBPLAY_LOOPING )!=DS_OK)
- return(0);
-
- // release the memory since DirectSound has made a copy of it
- free(snd_buffer_ptr);
-
- // return success
- return(1);
-
- } // end Game_Init
-
- ///////////////////////////////////////////////////////////
-
- int Game_Shutdown(void *parms)
- {
- // this function is where you shutdown your game and
- // release all resources that you allocated
-
- // release the directsoundobject
- if (lpds!=NULL)
- lpds->Release();
-
-
- // return success
- return(1);
- } // end Game_Shutdown
-
- ///////////////////////////////////////////////////////////
-
- int Game_Main(void *parms)
- {
- // this is the workhorse of your game it will be called
- // continuously in real-time this is like main() in C
- // all the calls for you game go here!
-
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
- PostMessage(main_window_handle, WM_DESTROY,0,0);
-
- // return success
- return(1);
- } // end Game_Main
-
- ///////////////////////////////////////////////////////////
-