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SimplePlaySound.cpp
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SimplePlaySound.cpp
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//--------------------------------------------------------------------------------------
// SimplePlaySound.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "SimplePlaySound.h"
#include "WAVFileReader.h"
namespace
{
const wchar_t* g_FileList[] = {
L"71_setup_sweep_xbox.wav",
L"musicmono.wav",
L"musicmono_adpcm.wav",
L"musicmono_xwma.wav",
L"sine.wav",
nullptr
};
}
extern void ExitSample() noexcept;
using namespace DirectX;
using Microsoft::WRL::ComPtr;
Sample::Sample() :
m_pMasteringVoice(nullptr),
m_pSourceVoice(nullptr),
m_currentFile(0)
{
// Renders only 2D, so no need for a depth buffer.
m_deviceResources = std::make_unique<DX::DeviceResources>(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN);
m_deviceResources->RegisterDeviceNotify(this);
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation)
{
m_gamePad = std::make_unique<GamePad>();
m_keyboard = std::make_unique<Keyboard>();
m_keyboard->SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));
m_deviceResources->SetWindow(window, width, height, rotation);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
// Initialize XAudio2 objects
DX::ThrowIfFailed(XAudio2Create(m_pXAudio2.GetAddressOf(), 0));
#ifdef _DEBUG
// Enable debugging features
XAUDIO2_DEBUG_CONFIGURATION debug = {};
debug.TraceMask = XAUDIO2_LOG_ERRORS | XAUDIO2_LOG_WARNINGS;
debug.BreakMask = XAUDIO2_LOG_ERRORS;
m_pXAudio2->SetDebugConfiguration(&debug, 0);
#endif
DX::ThrowIfFailed(m_pXAudio2->CreateMasteringVoice(&m_pMasteringVoice));
// Start playing the first file
m_currentFile = 0;
Play(g_FileList[m_currentFile]);
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
m_timer.Tick([&]()
{
Update(m_timer);
});
Render();
}
// Updates the world.
void Sample::Update(DX::StepTimer const&)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
if (pad.IsViewPressed())
{
ExitSample();
}
}
auto kb = m_keyboard->GetState();
if (kb.Escape)
{
ExitSample();
}
// Check to see if buffer has finished playing, then move on to next sound
XAUDIO2_VOICE_STATE state;
m_pSourceVoice->GetState(&state, XAUDIO2_VOICE_NOSAMPLESPLAYED);
if (state.BuffersQueued == 0)
{
m_pSourceVoice->DestroyVoice();
if (g_FileList[++m_currentFile] == nullptr)
{
m_currentFile = 0;
}
Play(g_FileList[m_currentFile]);
}
PIXEndEvent();
}
#pragma endregion
#pragma region Frame Render
// Draws the scene.
void Sample::Render()
{
// Don't try to render anything before the first Update.
if (m_timer.GetFrameCount() == 0)
{
return;
}
Clear();
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Render");
XMFLOAT2 pos(10, 10);
m_spriteBatch->Begin();
m_spriteBatch->Draw(m_background.Get(), m_deviceResources->GetOutputSize());
wchar_t str[128] = {};
swprintf_s(str, L"Playing: %ls", g_FileList[m_currentFile]);
m_font->DrawString(m_spriteBatch.get(), str, pos);
if (!m_waveDesc.empty())
{
pos.y += m_font->GetLineSpacing();
m_font->DrawString(m_spriteBatch.get(), m_waveDesc.c_str(), pos);
}
m_spriteBatch->End();
PIXEndEvent(context);
// Show the new frame.
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
PIXEndEvent();
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Clear");
// Clear the views
auto renderTarget = m_deviceResources->GetRenderTargetView();
// Don't need to clear color as the sample draws a fullscreen image background
context->OMSetRenderTargets(1, &renderTarget, nullptr);
// Set the viewport.
auto viewport = m_deviceResources->GetScreenViewport();
context->RSSetViewports(1, &viewport);
PIXEndEvent(context);
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnActivated()
{
}
void Sample::OnDeactivated()
{
}
void Sample::OnSuspending()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->ClearState();
m_deviceResources->Trim();
// Suspend audio engine
m_pXAudio2->StopEngine();
}
void Sample::OnResuming()
{
m_timer.ResetElapsedTime();
// Resume audio engine
m_pXAudio2->StartEngine();
}
void Sample::OnWindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation)
{
if (!m_deviceResources->WindowSizeChanged(width, height, rotation))
return;
CreateWindowSizeDependentResources();
}
void Sample::ValidateDevice()
{
m_deviceResources->ValidateDevice();
}
// Properties
void Sample::GetDefaultSize(int& width, int& height) const
{
width = 1280;
height = 720;
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto context = m_deviceResources->GetD3DDeviceContext();
auto device = m_deviceResources->GetD3DDevice();
m_spriteBatch = std::make_unique<SpriteBatch>(context);
m_font = std::make_unique<SpriteFont>(device, L"SegoeUI_18.spritefont");
DX::ThrowIfFailed(CreateDDSTextureFromFile(device, L"ATGSampleBackground.DDS", nullptr, m_background.ReleaseAndGetAddressOf()));
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
}
void Sample::OnDeviceLost()
{
m_spriteBatch.reset();
m_font.reset();
m_background.Reset();
}
void Sample::OnDeviceRestored()
{
CreateDeviceDependentResources();
CreateWindowSizeDependentResources();
}
#pragma endregion
void Sample::Play(const wchar_t* szFilename)
{
// Load audio data from disk
DX::WAVData waveData;
DX::ThrowIfFailed(DX::LoadWAVAudioFromFileEx(szFilename, m_waveFile, waveData));
// Set up text description
m_waveDesc.clear();
switch (DX::GetFormatTag(waveData.wfx))
{
case WAVE_FORMAT_ADPCM:
m_waveDesc = L"ADPCM";
break;
case WAVE_FORMAT_WMAUDIO2:
case WAVE_FORMAT_WMAUDIO3:
m_waveDesc = L"xWMA";
break;
case WAVE_FORMAT_PCM:
m_waveDesc = L"PCM";
break;
}
{
wchar_t buff[64];
swprintf_s(buff, L" (%u channels, %u bits, %u samples, %zu ms duration)",
waveData.wfx->nChannels,
waveData.wfx->wBitsPerSample,
waveData.wfx->nSamplesPerSec,
waveData.GetSampleDurationMS() );
m_waveDesc += buff;
if (waveData.loopLength > 0)
{
m_waveDesc += L" [loop point]";
}
}
// Create the source voice
DX::ThrowIfFailed(m_pXAudio2->CreateSourceVoice(&m_pSourceVoice, waveData.wfx, 0, XAUDIO2_DEFAULT_FREQ_RATIO));
// Submit wave data
XAUDIO2_BUFFER buffer = {};
buffer.pAudioData = waveData.startAudio;
buffer.Flags = XAUDIO2_END_OF_STREAM; // Indicates all the audio data is being submitted at once
buffer.AudioBytes = waveData.audioBytes;
if (waveData.loopLength > 0)
{
buffer.LoopBegin = waveData.loopStart;
buffer.LoopLength = waveData.loopLength;
buffer.LoopCount = 1; // We'll just assume we play the loop twice
}
if (waveData.seek)
{
//
// xWMA includes seek tables which must be provided
//
XAUDIO2_BUFFER_WMA xwmaBuffer = {};
xwmaBuffer.pDecodedPacketCumulativeBytes = waveData.seek;
xwmaBuffer.PacketCount = waveData.seekCount;
DX::ThrowIfFailed(m_pSourceVoice->SubmitSourceBuffer(&buffer, &xwmaBuffer));
}
else
{
DX::ThrowIfFailed(m_pSourceVoice->SubmitSourceBuffer(&buffer));
}
// Start playing the voice
DX::ThrowIfFailed(m_pSourceVoice->Start());
}