142 lines
4.7 KiB
C
142 lines
4.7 KiB
C
#ifndef __DSUTIL_H
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#define __DSUTIL_H
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/*==========================================================================
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*
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* Copyright (C) 1995 Microsoft Corporation. All Rights Reserved.
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*
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* File: dsutil.cpp
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* Content: Routines for dealing with sounds from resources
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*
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*
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***************************************************************************/
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <dsound.h>
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typedef struct
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{
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char* memory;
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WAVEFORMATEX* header;
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BYTE* data; // pointer into wave resource (for restore)
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DWORD size; // size of wave data (for restore)
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int iAlloc; // number of buffers.
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int iCurrent; // current buffer
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IDirectSoundBuffer* Buffers[1]; // list of buffers
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} SNDOBJ;
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#define _HSNDOBJ_DEFINED
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IDirectSoundBuffer* DSLoadSoundBuffer(IDirectSound*, SNDOBJ*);
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BOOL DSReloadSoundBuffer(IDirectSoundBuffer*, SNDOBJ*);
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///////////////////////////////////////////////////////////////////////////////
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//
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// HSNDOBJ Handle to a SNDOBJ object.
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//
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// SNDOBJs are implemented in dsutil as an example layer built on top
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// of DirectSound.
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//
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// A SNDOBJ is generally used to manage individual
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// sounds which need to be played multiple times concurrently. A
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// SNDOBJ represents a queue of IDirectSoundBuffer objects which
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// all refer to the same buffer memory.
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//
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// A SNDOBJ also automatically reloads the sound resource when
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// DirectSound returns a DSERR_BUFFERLOST
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _HSNDOBJ_DEFINED
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DECLARE_HANDLE32(HSNDOBJ);
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#endif
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///////////////////////////////////////////////////////////////////////////////
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//
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// SndObjCreate Loads a SNDOBJ from a Win32 resource in
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// the current application.
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//
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// Params:
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// pDS -- Pointer to an IDirectSound that will be used to create
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// the SNDOBJ.
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//
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// lpName -- Name of WAV resource to load the data from. Can be a
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// resource id specified using the MAKEINTRESOURCE macro.
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//
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// iConcurrent -- Integer representing the number of concurrent playbacks of
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// to plan for. Attempts to play more than this number will
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// succeed but will restart the least recently played buffer
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// even if it is not finished playing yet.
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//
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// Returns an HSNDOBJ or NULL on error.
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//
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// NOTES:
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// SNDOBJs automatically restore and reload themselves as required.
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//
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///////////////////////////////////////////////////////////////////////////////
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SNDOBJ* SndObjCreate(IDirectSound *pDS, LPCTSTR lpName, int iConcurrent);
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///////////////////////////////////////////////////////////////////////////////
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//
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// SndObjDestroy Frees a SNDOBJ and releases all of its buffers.
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//
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// Params:
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// hSO -- Handle to a SNDOBJ to free.
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//
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///////////////////////////////////////////////////////////////////////////////
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void SndObjDestroy(SNDOBJ* hSO);
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///////////////////////////////////////////////////////////////////////////////
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//
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// SndObjPlay Plays a buffer in a SNDOBJ.
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//
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// Params:
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// hSO -- Handle to a SNDOBJ to play a buffer from.
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//
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// dwPlayFlags -- Flags to pass to IDirectSoundBuffer::Play. It is not
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// legal to play an SndObj which has more than one buffer
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// with the DSBPLAY_LOOPING flag. Pass 0 to stop playback.
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//
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///////////////////////////////////////////////////////////////////////////////
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BOOL SndObjPlay(SNDOBJ* hSO, DWORD dwPlayFlags);
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///////////////////////////////////////////////////////////////////////////////
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//
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// SndObjStop Stops one or more buffers in a SNDOBJ.
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//
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// Params:
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// hSO -- Handle to a SNDOBJ to play a buffer from.
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//
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///////////////////////////////////////////////////////////////////////////////
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BOOL SndObjStop(SNDOBJ* hSO);
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///////////////////////////////////////////////////////////////////////////////
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//
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// SndObjGetFreeBuffer returns one of the cloned buffers that is
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// not currently playing
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//
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// Params:
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// hSO -- Handle to a SNDOBJ
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//
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// NOTES:
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// This function is provided so that callers can set things like pan etc
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// before playing the buffer.
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//
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// EXAMPLE:
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// ...
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//
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///////////////////////////////////////////////////////////////////////////////
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IDirectSoundBuffer* SndObjGetFreeBuffer(SNDOBJ* hSO);
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BOOL DSFillSoundBuffer(IDirectSoundBuffer*, SNDOBJ*);
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BOOL DSParseWaveResource(void*, WAVEFORMATEX**, BYTE**, DWORD*);
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#ifdef __cplusplus
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}
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#endif
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#endif
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