|
楼主 |
发表于 2006-5-29 17:47:12
|
显示全部楼层
下面一步一步跟我来做吧。
第1步 声明一些我们要用到的变量。
LPDIRECTSOUND8 g_pDsd = NULL; //Directsound 对象指针 LPDIRECTSOUNDBUFFER g_pDSBuffer = NULL; //辅助缓冲区指针 LPDIRECTSOUND3DBUFFER g_pDS3DBuffer = NULL; // 3D 声源对象指针 LPDIRECTSOUND3DLISTENER g_pDSListener = NULL; // 3D 听者对象指针 DS3DBUFFER g_dsBufferParams; // 3D buffer properties DS3DLISTENER g_dsListenerParams; // Listener properties CWaveFile *g_pWaveFile= NULL; //读写wave文件用到的一个类对象 BOOL g_bPlaying = FALSE; //是否正在播放 | 第2步初始化Directsound,创建主缓冲区,设置主缓冲区的音频格式,并通过主缓冲区获取听者(listener)接口,这些工作可以在对话框的初始化中来做。
//初始化Dsound HRESULT hr; if(FAILED(hr = DirectSoundCreate8(NULL,&g_pDsd,NULL))) return FALSE; if(FAILED(hr = g_pDsd->SetCooperativeLevel(m_hWnd,DSSCL_PRIORITY))) return FALSE; //初始化Directsound 的主缓冲区,并设置格式 LPDIRECTSOUNDBUFFER pDSBPrimary = NULL; DSBUFFERDESC dsbdesc ; ZeroMemory(&dsbdesc,sizeof(DSBUFFERDESC)); dsbdesc.dwSize = sizeof(DSBUFFERDESC); dsbdesc.dwFlags = DSBCAPS_CTRL3D | DSBCAPS_PRIMARYBUFFER;//一定不要忘记创建主缓冲区的时候要设置DSBCAPS_CTRL3D标志。只有指定了这个标志,后面你才能从这个辅助缓冲区中请求到3D的buffer指针。 if(FAILED(hr = g_pDsd->CreateSoundBuffer(&dsbdesc,&pDSBPrimary ,NULL))) return FALSE; //获取3D 模拟世界中的听者指针。 if( FAILED( hr = pDSBPrimary->QueryInterface( IID_IDirectSound3DListener, (VOID**)&g_pDSListener ) ) ) return FALSE;
WAVEFORMATEX wfx; ZeroMemory( &wfx, sizeof(WAVEFORMATEX) ); wfx.wFormatTag = (WORD) WAVE_FORMAT_PCM; wfx.nChannels = WAVECHANNEL ; wfx.nSamplesPerSec = WAVESAMPLEPERSEC ; wfx.wBitsPerSample = WAVEBITSPERSAMPLE ; wfx.nBlockAlign = (WORD) (wfx.wBitsPerSample / 8 * wfx.nChannels); wfx.nAvgBytesPerSec = (DWORD) (wfx.nSamplesPerSec * wfx.nBlockAlign); if( FAILED( hr = pDSBPrimary->SetFormat(&wfx) ) ) //设置缓冲区的音频格式。 return FALSE; | 第3步,创建辅助缓冲区,通过辅助缓冲区获取3dbuffer指针
DSBUFFERDESC dsbd; ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) ); dsbd.dwSize = sizeof(DSBUFFERDESC); dsbd.dwFlags = DSBCAPS_CTRL3D| DSBCAPS_GLOBALFOCUS | DSBCAPS_CTRLPOSITIONNOTIFY |DSBCAPS_GETCURRENTPOSITION2; //看看创建辅助缓冲区的buffer时设置的标志,3D的标志自然是需要的,还有一个标志需要注意,DSBCAPS_CTRLPOSITIONNOTIFY,如果你采用的流(stream)buffer的话,就需要边播放,边向buffer中填充数据,就需要设置这个标志,这样,在directsound播放到指定位置时,就会触发事件。 //dsbd.dwBufferBytes =MAX_AUDIO_BUF * BUFFERNOTIFYSIZE ;//如果采用流buffer,可以设置适当的buffer大小。 dsbd.dwBufferBytes =g_pWaveFile->GetSize(); // 如果采用静态buffer,那么buffer的大小就是文件的大小了。 dsbd.guid3DAlgorithm = guid3DAlgorithm; dsbd.lpwfxFormat = g_pWaveFile->m_pwfx; if(FAILED(hr = g_pDsd->CreateSoundBuffer(&dsbd,&g_pDSBuffer,NULL))) return ; //通过辅助缓冲区,来获取3D buffer的指针。 if(FAILED(hr = g_pDSBuffer->QueryInterface(IID_IDirectSound3DBuffer, (VOID**)&g_pDS3DBuffer ))) return ;
g_dsBufferParams.dwSize = sizeof(DS3DBUFFER); g_pDS3DBuffer->GetAllParameters( &g_dsBufferParams );
//设置3Dbuffer的属性。 g_dsBufferParams.dwMode = DS3DMODE_HEADRELATIVE; g_pDS3DBuffer->SetAllParameters( &g_dsBufferParams, DS3D_IMMEDIATE ); | 第4步 设置多普勒因子以及最小最大距离。
FLOAT fDopplerFactor; FLOAT fRolloffFactor; FLOAT fMinDistance; FLOAT fMaxDistance;
CSliderCtrl *pDopplerSlider = (CSliderCtrl*)GetDlgItem(IDC_DOPPLER_SLIDER); fDopplerFactor = pDopplerSlider->GetPos();
CSliderCtrl *pRolloffSlider= (CSliderCtrl*)GetDlgItem(IDC_ROLLOFF_SLIDER); fRolloffFactor = pRolloffSlider->GetPos();
CSliderCtrl *pMinDistSlider = (CSliderCtrl*)GetDlgItem(IDC_MINDISTANCE_SLIDER ); fMinDistance = pMinDistSlider->GetPos(); CSliderCtrl *pMaxDistSlider = (CSliderCtrl*)GetDlgItem(IDC_MAXDISTANCE_SLIDER ); fMaxDistance = pMaxDistSlider->GetPos();
g_dsListenerParams.flDopplerFactor = fDopplerFactor; g_dsListenerParams.flRolloffFactor = fRolloffFactor;
if( g_pDSListener ) { g_pDSListener->SetAllParameters( &g_dsListenerParams, DS3D_DEFERRED ); g_pDSListener->CommitDeferredSettings(); }
g_dsBufferParams.flMinDistance = fMinDistance; g_dsBufferParams.flMaxDistance = fMaxDistance;
if( g_pDS3DBuffer ) g_pDS3DBuffer->SetAllParameters( &g_dsBufferParams, DS3D_DEFERRED ); | 第5步 然后就是通过调用辅助缓冲区的play方法,来进行播放音频文件了。
DWORD res; LPVOID lplockbuf; DWORD len; DWORD dwWrite;
g_pDSBuffer->Lock(0,0,&lplockbuf,&len,NULL,NULL,DSBLOCK_ENTIREBUFFER); g_pWaveFile->Read((BYTE*)lplockbuf,len,&dwWrite); g_pDSBuffer->Unlock(lplockbuf,len,NULL,0); g_pDSBuffer->SetCurrentPosition(0); g_pDSBuffer->lay(0,0,DSBPLAY_LOOPING); | |
|