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- //----------------------------------------------------------------------------
- // File: AmplitudeModulation.cpp
- //
- // Desc: AmplitudeModulation sample shows how to create an effect buffer and
- // adjust amplitude modulation parameters.
- //
- // Copyright (c) Microsoft Corp. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include "dxstdafx.h"
- #include <commdlg.h>
- #include "resource.h"
- /*
- #include <windows.h>
- #include <basetsd.h>
- #include <mmsystem.h>
- #include <mmreg.h>
- #include <dxerr9.h>
- #include <dsound.h>
- #include <cguid.h>
- #include <commctrl.h>
- #include <commdlg.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 OnTimer( HWND hDlg );
- VOID OnOpenSoundFile( HWND hDlg );
- HRESULT ValidateWaveFile( HWND hDlg, TCHAR* strFileName );
- HRESULT OnPlaySound( HWND hDlg );
- HRESULT CreateAndFillBuffer( HWND hDlg, DWORD dwCreationFlags );
- VOID OnEffectChanged( HWND hDlg );
- VOID SetBufferOptions( LONG lFrequency, LONG lPan, LONG lVolume );
- VOID EnablePlayUI( HWND hDlg, BOOL bEnable );
-
-
-
-
- //-----------------------------------------------------------------------------
- // Defines, constants, and global variables
- //-----------------------------------------------------------------------------
- #define DSFX_GARGLE_RATEHZ_MAX 1000
- #define DSFX_GARGLE_RATEHZ_MIN 1
-
- TCHAR g_strWaveFileName[MAX_PATH];
- CSoundManager* g_pSoundManager = NULL;
- CSound* g_pSound = NULL;
- LPDIRECTSOUNDFXGARGLE g_pIGargle = 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;
-
- CoInitialize( NULL );
-
- // Init the common control dll
- InitCommonControls();
-
- // Display the main dialog box.
- DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN), NULL, MainDlgProc );
-
- CoUninitialize();
-
- 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_COMMAND:
- switch( LOWORD(wParam) )
- {
- case IDCANCEL:
- EndDialog( hDlg, IDCANCEL );
- break;
-
- case IDC_SOUNDFILE:
- OnOpenSoundFile( hDlg );
- break;
-
- case IDC_PLAY:
- if( FAILED( hr = OnPlaySound( hDlg ) ) )
- {
- DXTRACE_ERR_MSGBOX( TEXT("OnPlaySound"), hr );
- MessageBox( hDlg, L"Error playing DirectSound buffer."
- L"Sample will now exit.", L"DirectSound Sample",
- MB_OK | MB_ICONERROR );
- EndDialog( hDlg, IDABORT );
- }
-
- break;
-
- case IDC_STOP:
- SAFE_RELEASE( g_pIGargle );
- if( g_pSound )
- {
- g_pSound->Stop();
- g_pSound->Reset();
- }
- break;
-
- case IDC_WAVEFORM_TRIANGLE:
- case IDC_WAVEFORM_SQUARE:
- OnEffectChanged( hDlg );
- break;
-
- default:
- return FALSE; // Didn't handle message
- }
- break;
-
- case WM_TIMER:
- OnTimer( hDlg );
- break;
-
- case WM_INITDIALOG:
- OnInitDialog( hDlg );
- break;
-
- case WM_NOTIFY:
- OnEffectChanged( hDlg );
- break;
-
- case WM_DESTROY:
- // Cleanup everything
- KillTimer( hDlg, 1 );
- SAFE_RELEASE( g_pIGargle );
- 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
- HICON hIcon = LoadIcon( g_hInst, MAKEINTRESOURCE( IDR_MAINFRAME ) );
-
- // 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( NULL == g_pSoundManager )
- {
- DXTRACE_ERR_MSGBOX( TEXT("Initialize"), E_OUTOFMEMORY );
- EndDialog( hDlg, IDABORT );
- return;
- }
-
- if( FAILED( hr = g_pSoundManager->Initialize( hDlg, DSSCL_PRIORITY ) ) )
- {
- DXTRACE_ERR_MSGBOX( TEXT("Initialize"), hr );
- MessageBox( hDlg, L"Error initializing DirectSound. Sample will now exit.",
- L"DirectSound Sample", MB_OK | MB_ICONERROR );
- EndDialog( hDlg, IDABORT );
- return;
- }
-
- if( FAILED( hr = g_pSoundManager->SetPrimaryBufferFormat( 2, 22050, 16 ) ) )
- {
- DXTRACE_ERR_MSGBOX( TEXT("SetPrimaryBufferFormat"), hr );
- MessageBox( hDlg, L"Error initializing DirectSound. Sample will now exit.",
- L"DirectSound Sample", MB_OK | MB_ICONERROR );
- EndDialog( hDlg, IDABORT );
- return;
- }
-
- // Set the icon for this dialog.
- PostMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
- PostMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
-
- // Create a timer, so we can check for when the soundbuffer is stopped
- SetTimer( hDlg, 0, 250, NULL );
-
- // Get handles to dialog items
- HWND hFreqSlider = GetDlgItem( hDlg, IDC_FREQUENCY_SLIDER );
-
- // Set UI defaults
- CheckDlgButton( hDlg, IDC_LOOP_CHECK, BST_CHECKED );
- CheckRadioButton( hDlg, IDC_WAVEFORM_TRIANGLE, IDC_WAVEFORM_TRIANGLE, IDC_WAVEFORM_TRIANGLE );
-
- // Set the range and position of the freq slider from
- // DSBFREQUENCY_MIN and DSBFREQUENCY_MAX are DirectSound constants
- PostMessage( hFreqSlider, TBM_SETRANGEMAX, TRUE, DSFX_GARGLE_RATEHZ_MAX );
- PostMessage( hFreqSlider, TBM_SETRANGEMIN, TRUE, DSFX_GARGLE_RATEHZ_MIN );
- PostMessage( hFreqSlider, TBM_SETPOS, TRUE, DSFX_GARGLE_RATEHZ_MIN );
-
- // Load default wave file
- TCHAR strFile[MAX_PATH];
- if( GetWindowsDirectory( strFile, MAX_PATH ) == 0 )
- return;
- wcscat( strFile, L"\\media\\ding.wav" );
-
- if( FAILED( hr = ValidateWaveFile( hDlg, strFile ) ) )
- {
- // Set the UI controls
- SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
- SetDlgItemText( hDlg, IDC_STATUS, 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] )
- {
- if( GetWindowsDirectory( strPath, MAX_PATH ) != 0 )
- {
- if( wcscat( &strPath[wcslen(strPath)], TEXT("\\") ) )
- wcscat( strPath, TEXT("\\") );
- wcscat( strPath, TEXT("MEDIA") );
- }
- }
-
- // 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_STATUS, TEXT("Loading file...") );
-
- SAFE_RELEASE( g_pIGargle );
- if( g_pSound )
- {
- g_pSound->Stop();
- g_pSound->Reset();
- }
-
- // Display the OpenFileName dialog. Then, try to load the specified file
- if( TRUE != GetOpenFileName( &ofn ) )
- {
- if( g_pSound )
- {
- EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), TRUE );
- EnableWindow( GetDlgItem( hDlg, IDC_STOP ), TRUE );
- }
-
- SetDlgItemText( hDlg, IDC_STATUS, TEXT("Load aborted.") );
- return;
- }
-
- SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
-
- // Make sure wave file is a valid wav file
- ValidateWaveFile( hDlg, strFileName );
-
- // Remember the path for next time
- wcscpy( strPath, strFileName );
- WCHAR* strLastSlash = wcsrchr( strPath, '\\' );
- if( strLastSlash )
- strLastSlash[0] = '\0';
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: ValidateWaveFile()
- // Desc: Open the wave file with the helper
- // class CWaveFile to make sure it is valid
- //-----------------------------------------------------------------------------
- HRESULT ValidateWaveFile( HWND hDlg, TCHAR* strFileName )
- {
- HRESULT hr;
- CWaveFile waveFile;
-
- if( -1 == GetFileAttributes(strFileName) )
- return E_FAIL;
-
- // Verify the file is small
- HANDLE hFile = CreateFile( strFileName, 0, FILE_SHARE_READ, NULL, OPEN_EXISTING, 0, NULL );
- if( hFile != NULL )
- {
- // If you try to open a 100MB wav file, you could run out of system memory with this
- // sample cause it puts all of it into a large buffer. If you need to do this, then
- // see the "StreamData" sample to stream the data from the file into a sound buffer.
- DWORD dwFileSizeHigh = 0;
- DWORD dwFileSize = GetFileSize( hFile, &dwFileSizeHigh );
- CloseHandle( hFile );
-
- if( dwFileSizeHigh != 0 || dwFileSize > 1000000 )
- {
- waveFile.Close();
- SetDlgItemText( hDlg, IDC_STATUS, TEXT("File too large. You should stream large files.") );
- return E_FAIL;
- }
- }
-
- // Load the wave file
- if( FAILED( hr = waveFile.Open( strFileName, NULL, WAVEFILE_READ ) ) )
- {
- waveFile.Close();
- SetDlgItemText( hDlg, IDC_STATUS, TEXT("Bad wave file.") );
- return DXTRACE_ERR_MSGBOX( TEXT("Open"), hr );
- }
- else // The load call succeeded
- {
- WAVEFORMATEX* pwfx = waveFile.GetFormat();
- if( pwfx->wFormatTag != WAVE_FORMAT_PCM )
- {
- // Sound must be PCM when using DSBCAPS_CTRLFX
- SAFE_RELEASE( g_pIGargle );
- SAFE_DELETE( g_pSound );
- SetDlgItemText( hDlg, IDC_STATUS, TEXT("Wave file must be PCM for effects control.") );
- SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
- return S_FALSE;
- }
-
- // Update the UI controls to show the sound as the file is loaded
- waveFile.Close();
-
- EnablePlayUI( hDlg, TRUE );
- SetDlgItemText( hDlg, IDC_FILENAME, strFileName );
- SetDlgItemText( hDlg, IDC_STATUS, TEXT("File loaded.") );
- wcscpy( g_strWaveFileName, strFileName );
- return S_OK;
- }
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OnPlaySound()
- // Desc: User hit the "Play" button
- //-----------------------------------------------------------------------------
- HRESULT OnPlaySound( HWND hDlg )
- {
- HRESULT hr;
- DWORD dwCreationFlags;
- DWORD dwResults;
-
- LPDIRECTSOUNDBUFFER pDSB = NULL;
- LPDIRECTSOUNDBUFFER8 pDSB8 = NULL;
-
- BOOL bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED );
-
- // We would only use CTRLFX control on dsound buffer
- dwCreationFlags = DSBCAPS_CTRLFX;
-
- // Free any previous sound and FXs
- SAFE_RELEASE( g_pIGargle );
- SAFE_DELETE( g_pSound );
-
- // Since the user can change the focus before the sound is played,
- // we need to create the sound buffer every time the play button is pressed
-
- // Load the wave file into a DirectSound buffer
- if( FAILED( hr = g_pSoundManager->Create( &g_pSound, g_strWaveFileName, dwCreationFlags, GUID_NULL ) ) )
- {
- // Not a critical failure, so just update the status
- DXTRACE_ERR( TEXT("Create"), hr );
- if( hr == DSERR_BUFFERTOOSMALL )
- {
- // DSERR_BUFFERTOOSMALL will be returned if the buffer is
- // less than DSBSIZE_FX_MIN (100ms) and the buffer is created
- // with DSBCAPS_CTRLFX.
- SetDlgItemText( hDlg, IDC_STATUS, TEXT("Wave file is too short (less than 100ms) for effect processing.") );
- }
- else
- {
- SetDlgItemText( hDlg, IDC_STATUS, TEXT("Could not create sound buffer.") );
- }
-
- return S_FALSE;
- }
-
- // Query IDirectSoundBuffer8 interface
- pDSB = g_pSound->GetBuffer( 0 );
- if( FAILED( hr = pDSB->QueryInterface( IID_IDirectSoundBuffer8, (LPVOID*) &pDSB8 ) ) )
- return DXTRACE_ERR_MSGBOX( TEXT("QueryInterface"), hr );
-
- // Set gargle effect on the IDirectSoundBuffer8
- DSEFFECTDESC dsed;
- ZeroMemory( &dsed, sizeof(DSEFFECTDESC) );
- dsed.dwSize = sizeof(DSEFFECTDESC);
- dsed.dwFlags = 0;
- dsed.guidDSFXClass = GUID_DSFX_STANDARD_GARGLE;
-
- if( FAILED( hr = pDSB8->SetFX( 1, &dsed, &dwResults ) ) )
- {
- // Not a critical failure, so just update the status
- DXTRACE_ERR_MSGBOX( TEXT("SetFX"), hr );
- SetDlgItemText( hDlg, IDC_STATUS, TEXT("Could not set gargle effect.") );
- return S_FALSE;
- }
-
- // Get gargle effect friendly interface
- if( FAILED( hr = pDSB8->GetObjectInPath( GUID_DSFX_STANDARD_GARGLE, 0,
- IID_IDirectSoundFXGargle,
- (LPVOID*) &g_pIGargle ) ) )
- return DXTRACE_ERR_MSGBOX( TEXT("GetObjectInPath"), hr );
-
- // Cleanup
- SAFE_RELEASE( pDSB8 );
-
- // Set the buffer options to what the sliders are set to
- OnEffectChanged( hDlg );
-
- // Play the sound
- DWORD dwLooped = bLooped ? DSBPLAY_LOOPING : 0L;
- if( FAILED( hr = g_pSound->Play( 0, dwLooped ) ) )
- return DXTRACE_ERR_MSGBOX( TEXT("Play"), hr );
-
- // Update the UI controls to show the sound as playing
- EnablePlayUI( hDlg, FALSE );
- SetDlgItemText( hDlg, IDC_STATUS, TEXT("Sound playing.") );
-
- 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 );
- SetDlgItemText( hDlg, IDC_STATUS, TEXT("Sound stopped.") );
- }
- }
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OnEffectChanged()
- // Desc: Called when the UI prompted an effect change
- //-----------------------------------------------------------------------------
- VOID OnEffectChanged( HWND hDlg )
- {
- DSFXGargle dsfxGargle;
-
- // Get handles to dialog items
- HWND hFreqSlider = GetDlgItem( hDlg, IDC_FREQUENCY_SLIDER );
-
- // Get the position of the sliders
- dsfxGargle.dwRateHz = (DWORD)SendMessage( hFreqSlider, TBM_GETPOS, 0, 0 );
-
- // Update UI
- TCHAR strBuffer[10];
- wsprintf( strBuffer, TEXT("%ld"), dsfxGargle.dwRateHz );
- SetDlgItemText( hDlg, IDC_FREQUENCY, strBuffer );
-
- // Get wave form
- if( IsDlgButtonChecked( hDlg, IDC_WAVEFORM_SQUARE ) == BST_CHECKED )
- dsfxGargle.dwWaveShape = DSFXGARGLE_WAVE_SQUARE;
- else
- dsfxGargle.dwWaveShape = DSFXGARGLE_WAVE_TRIANGLE;
-
- // Set the options in the DirectSound buffer
- if( g_pSound && g_pIGargle )
- {
- g_pIGargle->SetAllParameters( &dsfxGargle );
- }
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: EnablePlayUI()
- // 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 ) );
- }
- }
-
-
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-
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