Direct Sound Help....
It''s very very confusing with all those descend ascend descend and ascend again.. chunks...fmt....data.... ahhhh!!! pls help. i just want to load a simple wave file.... but don''t want to use PlaySound().... plz... what''s all with this MMIOCKINFO... WAVEFORMATEX... then i think on the last part of the descend after the "data" chunk, you''ll create a pointer to a BYTE right? where you''ll use that data to put it in the mmioRead... then you use CopyMemory? well anyway... plz explain the process...
http://www.dualforcesolutions.comProfessional website designs and development, customized business systems, etc.,
helllllppp!!!
explain briefly memcpy and CopyMemory... pls don''t say "copies character from one buffer to anther etc., ..." thanks!
explain briefly memcpy and CopyMemory... pls don''t say "copies character from one buffer to anther etc., ..." thanks!
http://www.dualforcesolutions.comProfessional website designs and development, customized business systems, etc.,
helllllppp!!!
explain briefly memcpy and CopyMemory... pls don''t say "copies character from one buffer to anther etc., ..." thanks!
explain briefly memcpy and CopyMemory... pls don''t say "copies character from one buffer to anther etc., ..." thanks!
http://www.dualforcesolutions.comProfessional website designs and development, customized business systems, etc.,
i believe CopyMemory is wrapper around memcpy, but memcpy is a really fast copy that copies from one buffer into another buffer the data directly
Method I've used to play .wav files with DirectSound (DX7):
"A man can't just sit around." 'Lawn Chair' Larry Walters (1982)
Edited by - Tracy on January 25, 2002 12:11:27 PM
//include dsound.h, dsound.lib, Mmsystem.h,//and Winmm.lib in the project//DirectSound Globals//my structure for DirectSoundstruct SOUND{ //think of these as the sounds, the number of indexes in //the array is the number of sounds i'm using LPDIRECTSOUNDBUFFER lpDSSound[3]; //think of this as the sound card LPDIRECTSOUND lpDS; //buffer description DSBUFFERDESC dsBD; }dxSound;//initSound BOOL initSound(SOUND &dxSound,HWND hwnd){ //DirectSound value DWORD dsval; //DirectSound Create dsval=DirectSoundCreate(NULL,&(dxSound.lpDS),NULL); //handle errors if(dsval!=DS_OK) { errStr=errSound; return initFail(hwnd); // } //SetCooperativeLevel dsval=dxSound.lpDS->SetCooperativeLevel(hwnd, DSSCL_PRIORITY); //handle errors if(dsval!=DS_OK) { errStr=errSound; return initFail(hwnd); // } //if initialization done (no problems) return TRUE; }//initSound//from the Cleanup() function //clean up DirectSound int i; for(i=0;i<3;i++) { //clean up the sound buffers if(dxSound.lpDSSound[i]) { dxSound.lpDSSound[i]->Release(); dxSound.lpDSSound[i]=NULL; } } //clean up lpDS and the structure if(dxSound.lpDS) { dxSound.lpDS->Release(); dxSound.lpDS=NULL; } memset(&dxSound,0,sizeof(SOUND));//call loadSound(), play .wav file//where "be.wav" is "name of.wav"//and the last number is "dxSound.lpDSSound[number]"loadSound(dxSound,"be.wav",0); /**///play "dxSound.lpDSSound[buffer i'm playing]"dxSound.lpDSSound[0]->Play(0,0,0);//loadSound //recieves the structure, the file, and//the "buffer[number]" usedBOOL loadSound(SOUND &dxSound,char *file_name,int i){ HANDLE fileHandle = NULL; HANDLE fileMapping = NULL; PUCHAR filePointer = NULL; //opening the file fileHandle=CreateFile(file_name,GENERIC_READ, FILE_SHARE_READ,NULL,OPEN_EXISTING,FILE_ATTRIBUTE_ARCHIVE | FILE_FLAG_SEQUENTIAL_SCAN,(HANDLE)NULL); if(fileHandle==INVALID_HANDLE_VALUE) return FALSE; fileMapping=CreateFileMapping(fileHandle,NULL, PAGE_READONLY,0,0,NULL); if(fileMapping==NULL) { CloseHandle(fileHandle); return FALSE; } filePointer=(PUCHAR)MapViewOfFile(fileMapping,FILE_MAP_READ, 0,0,0); if(filePointer==NULL) { CloseHandle(fileHandle); CloseHandle(fileMapping); return FALSE; } WAVEFORMATEX *wavHeader=NULL; DWORD wavLength=0; BYTE *wavData=NULL; if(parseWav(filePointer,&wavHeader, //call parseWav &wavData,wavLength)==FALSE) { CloseHandle(fileHandle); CloseHandle(fileMapping); UnmapViewOfFile(filePointer); return false; } if(dxSound.dsBD.dwSize!=0) memset(&(dxSound.dsBD),0,sizeof(DSBUFFERDESC)); dxSound.dsBD.dwSize=sizeof(DSBUFFERDESC); dxSound.dsBD.dwFlags=DSBCAPS_LOCSOFTWARE; dxSound.dsBD.dwBufferBytes=wavLength; dxSound.dsBD.lpwfxFormat=wavHeader; DWORD result; //Handle Sound Buffer //i'm going to reload it if(dxSound.lpDSSound[i]) { dxSound.lpDSSound[i]->Release(); dxSound.lpDSSound[i]=NULL; } //create the sound buffer result=dxSound.lpDS->CreateSoundBuffer(&(dxSound.dsBD), &(dxSound.lpDSSound[i]),NULL); if(result!=DS_OK) { CloseHandle(fileHandle); CloseHandle(fileMapping); UnmapViewOfFile(filePointer); return FALSE; } BYTE *soundPointer=NULL; DWORD spLength=0; //Lock() it and write data to the buffer result=dxSound.lpDSSound[i]->Lock(0, dxSound.dsBD.dwBufferBytes, (LPVOID*)&soundPointer,&spLength, NULL,NULL,DSBLOCK_FROMWRITECURSOR); if(result!=DS_OK) { CloseHandle(fileHandle); CloseHandle(fileMapping); UnmapViewOfFile(filePointer); return FALSE; } memcpy(soundPointer,wavData,spLength); //done writing data to the buffer, so Unlock() it dxSound.lpDSSound[i]->Unlock((LPVOID*)soundPointer, spLength,NULL,NULL); //Done CloseHandle(fileHandle); CloseHandle(fileMapping); UnmapViewOfFile(filePointer); return TRUE; }//loadSound//parseWav//alot of the stuff here is MMIO API functions.//.wav files are made up of chunks, containing a 4 character//code (4-byte length field) and data.//the MMIO API functions are used to handle this stuff (so include//Mmsystem.h, and Winmm.lib).////chunks://RIFF// WAVE// fmt// data////need to retrieve the format of the file and associated//data for DirectSound.BOOL parseWav(void *file,WAVEFORMATEX **wavHeader, BYTE **wavData,DWORD &wavLength){ LPDWORD pFile; LPDWORD pFileEnd; DWORD length; DWORD type; pFile = (DWORD*)file; if((DWORD)*pFile++ != mmioFOURCC('R','I','F','F')) return FALSE; length=*pFile++; type=*pFile++; if(type!=mmioFOURCC('W','A','V','E')) return FALSE; pFileEnd=(DWORD*)((BYTE*)pFile+length-4); while(pFile<pFileEnd) { type=*pFile++; length=*pFile++; switch(type) { case mmioFOURCC('f','m','t',' '): if(wavHeader && !*wavHeader) { *wavHeader = (WAVEFORMATEX*)pFile; if(wavLength != 0) return TRUE; } break; case mmioFOURCC('d', 'a', 't', 'a'): if((wavData&&!*wavData)) { *wavData=(LPBYTE)pFile; wavLength = length; if(*wavHeader) return TRUE; } break; } pFile=(DWORD*)((BYTE*)pFile+((length+1)&~1)); } return FALSE; }//parseWav
"A man can't just sit around." 'Lawn Chair' Larry Walters (1982)
Edited by - Tracy on January 25, 2002 12:11:27 PM
"A man can't just sit around." 'Lawn Chair' Larry Walters (1982)
tracy: wait... i know where that thing comes from.... it''s from www.gametutorials.com right? hehe
abdulla: could you explain it then? and why is memcpy faster?
abdulla: could you explain it then? and why is memcpy faster?
http://www.dualforcesolutions.comProfessional website designs and development, customized business systems, etc.,
Yeah.
I hadn''t done any programming with DirectSound and that was the only place where I found a tutorial on it. The only thing I changed was putting the sound buffers into an array (I think I might have changed it a little to work in a DirectDraw App, too).
Good tutorial, I think there''s another one there on DSound also.
"A man can''t just sit around." ''Lawn Chair'' Larry Walters (1982)
I hadn''t done any programming with DirectSound and that was the only place where I found a tutorial on it. The only thing I changed was putting the sound buffers into an array (I think I might have changed it a little to work in a DirectDraw App, too).
Good tutorial, I think there''s another one there on DSound also.
"A man can''t just sit around." ''Lawn Chair'' Larry Walters (1982)
"A man can't just sit around." 'Lawn Chair' Larry Walters (1982)
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