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C++ IDirectSoundBuffer_Play函数代码示例

本文整理汇总了C++中IDirectSoundBuffer_Play函数的典型用法代码示例。如果您正苦于以下问题:C++ IDirectSoundBuffer_Play函数的具体用法?C++ IDirectSoundBuffer_Play怎么用?C++ IDirectSoundBuffer_Play使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了IDirectSoundBuffer_Play函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: Play

static HRESULT Play( vlc_object_t *obj, aout_stream_sys_t *sys,
                     block_t *p_buffer )
{
    HRESULT dsresult;
    dsresult = FillBuffer( obj, sys, p_buffer );
    if( dsresult != DS_OK )
        return dsresult;

    /* start playing the buffer */
    dsresult = IDirectSoundBuffer_Play( sys->p_dsbuffer, 0, 0,
                                        DSBPLAY_LOOPING );
    if( dsresult == DSERR_BUFFERLOST )
    {
        IDirectSoundBuffer_Restore( sys->p_dsbuffer );
        dsresult = IDirectSoundBuffer_Play( sys->p_dsbuffer,
                                            0, 0, DSBPLAY_LOOPING );
    }
    if( dsresult != DS_OK )
        msg_Err( obj, "cannot start playing buffer: (hr=0x%0lx)", dsresult );
    else
    {
        vlc_mutex_lock( &sys->lock );
        sys->b_playing = true;
        vlc_cond_signal(&sys->cond);
        vlc_mutex_unlock( &sys->lock );

    }
    return dsresult;
}
开发者ID:videolan,项目名称:vlc,代码行数:29,代码来源:directsound.c

示例2: DX6_WaitAudio_EventWait

static void DX6_WaitAudio_EventWait(_THIS)
{
	DWORD status;
	HRESULT result;

	/* Try to restore a lost sound buffer */
	IDirectSoundBuffer_GetStatus(mixbuf, &status);
	if ( (status&DSBSTATUS_BUFFERLOST) ) {
		IDirectSoundBuffer_Restore(mixbuf);
		IDirectSoundBuffer_GetStatus(mixbuf, &status);
		if ( (status&DSBSTATUS_BUFFERLOST) ) {
			return;
		}
	}
	if ( ! (status&DSBSTATUS_PLAYING) ) {
		result = IDirectSoundBuffer_Play(mixbuf, 0, 0, DSBPLAY_LOOPING);
		if ( result != DS_OK ) {
#ifdef DEBUG_SOUND
			SetDSerror("DirectSound Play", result);
#endif
			return;
		}
	}
	WaitForSingleObject(audio_event, INFINITE);
}
开发者ID:bohwaz,项目名称:ozex,代码行数:25,代码来源:SDL_dx5audio.c

示例3: I_UpdateSoundParams

void I_UpdateSoundParams(int channel, int vol, int sep, int pitch)
{
// proff 07/04/98: Added for CYGWIN32 compatibility
#ifdef HAVE_LIBDSOUND

  int DSB_Status;
  if (noDSound == true)
    return;

// proff 07/26/98: Added volume check
  if (vol==0)
    {
      IDirectSoundBuffer_Stop(lpSecondaryDSB[channel]);
      return;
    }
  IDirectSoundBuffer_SetVolume(lpSecondaryDSB[channel],VOL(vol));
  IDirectSoundBuffer_SetPan(lpSecondaryDSB[channel],SEP(sep));
  IDirectSoundBuffer_SetFrequency
    (lpSecondaryDSB[channel], ChannelInfo[channel].samplerate+PITCH(pitch));
  if (ChannelInfo[channel].playing == true)
    {
      IDirectSoundBuffer_GetStatus(lpSecondaryDSB[channel], &DSB_Status);
      if ((DSB_Status & DSBSTATUS_PLAYING) == 0)
	IDirectSoundBuffer_Play(lpSecondaryDSB[channel], 0, 0, 0);
    }
#endif // HAVE_LIBDSOUND
}
开发者ID:dorienh,项目名称:smmu,代码行数:27,代码来源:i_sound.c

示例4: CreatePrimaryBuffer

static HRESULT CreatePrimaryBuffer(void)
{
  DSBUFFERDESC dsbdesc;
// proff 07/23/98: Added WAVEFORMATEX and HRESULT
  WAVEFORMATEX wf;
  HRESULT result;

  memset(&dsbdesc, 0, sizeof(DSBUFFERDESC));
  dsbdesc.dwSize = sizeof(DSBUFFERDESC);
  dsbdesc.dwFlags = DSBCAPS_PRIMARYBUFFER; 

  memset(&wf, 0, sizeof(WAVEFORMATEX));
  if (snd_bits!=16)
    snd_bits=8;
// proff 07/23/98: Added wf
  wf.wFormatTag = WAVE_FORMAT_PCM;
  if (snd_stereo!=0)
    wf.nChannels = 2;
  else
    wf.nChannels = 1;
  wf.wBitsPerSample = snd_bits;
  wf.nSamplesPerSec = snd_freq;
  wf.nBlockAlign = wf.nChannels*wf.wBitsPerSample/8;
  wf.nAvgBytesPerSec = wf.nSamplesPerSec*wf.nBlockAlign;
    
  result=IDirectSound_CreateSoundBuffer(lpDS, &dsbdesc, &lpPrimaryDSB, NULL);
// proff 07/23/98: Added wf and result
  if (result == DS_OK)
    result=IDirectSoundBuffer_SetFormat(lpPrimaryDSB,&wf);
  if (result == DS_OK)
    result=IDirectSoundBuffer_Play(lpPrimaryDSB,0,0,DSBPLAY_LOOPING);
  return result;
}
开发者ID:dorienh,项目名称:smmu,代码行数:33,代码来源:i_sound.c

示例5: DS_Update

static void DS_Update(void)
{
	LPVOID block;
	DWORD bBytes;

	/* Do first update in DS_Update() to be consistent with other
	   non threaded drivers. */
	if (do_update && pSoundBuffer) {
		do_update = 0;

		if (IDirectSoundBuffer_Lock(pSoundBuffer, 0, fragsize, &block, &bBytes, NULL, NULL, 0)
											== DSERR_BUFFERLOST) {
			IDirectSoundBuffer_Restore (pSoundBuffer);
			IDirectSoundBuffer_Lock (pSoundBuffer, 0, fragsize, &block, &bBytes, NULL, NULL, 0);
		}

		if (Player_Paused_internal()) {
			VC_SilenceBytes ((SBYTE *)block, (ULONG)bBytes);
		} else {
			VC_WriteBytes ((SBYTE *)block, (ULONG)bBytes);
		}

		IDirectSoundBuffer_Unlock (pSoundBuffer, block, bBytes, NULL, 0);

		IDirectSoundBuffer_SetCurrentPosition(pSoundBuffer, 0);
		IDirectSoundBuffer_Play(pSoundBuffer, 0, 0, DSBPLAY_LOOPING);

		threadInUse=1;
		ResumeThread (updateBufferHandle);
	}
}
开发者ID:OS2World,项目名称:LIB-SDL-2014,代码行数:31,代码来源:drv_ds.c

示例6: SB_Init

static BOOL SB_Init(void)
{
    HRESULT result;

    if (!lpdsound) {
        result = DirectSoundCreate(NULL,&lpdsound,NULL);
        if (result != DS_OK) {
            ERR("Unable to initialize Sound Subsystem err = %x !\n",result);
            return FALSE;
        }

        /* FIXME: To uncomment when :
           - SetCooperative level is correctly implemented
           - an always valid and non changing handle to a windows  (vga_hwnd) is available
             (this surely needs some work in vga.c)
        result = IDirectSound_SetCooperativeLevel(lpdsound,vga_hwnd,DSSCL_EXCLUSIVE|DSSCL_PRIORITY);
        if (result != DS_OK) {
            ERR("Can't set cooperative level !\n");
            return FALSE;
        }
        */

        /* Default format */
        wav_fmt.wFormatTag = WAVE_FORMAT_PCM;
        wav_fmt.nChannels = 1;
        wav_fmt.nSamplesPerSec = 22050;
        wav_fmt.nAvgBytesPerSec = 22050;
        wav_fmt.nBlockAlign = 1;
        wav_fmt.wBitsPerSample = 8;
        wav_fmt.cbSize = 0;

        memset(&buf_desc,0,sizeof(DSBUFFERDESC));
        buf_desc.dwSize = sizeof(DSBUFFERDESC);
        buf_desc.dwBufferBytes = DSBUFLEN;
        buf_desc.lpwfxFormat = &wav_fmt;
        result = IDirectSound_CreateSoundBuffer(lpdsound,&buf_desc,&lpdsbuf,NULL);
        if (result != DS_OK) {
            ERR("Can't create sound buffer !\n");
            return FALSE;
        }

        result = IDirectSoundBuffer_Play(lpdsbuf,0, 0, DSBPLAY_LOOPING);
        if (result != DS_OK) {
            ERR("Can't start playing !\n");
            return FALSE;
        }

        buf_off = 0;
        end_sound_loop = 0;
        SB_Thread = CreateThread(NULL, 0, SB_Poll, NULL, 0, NULL);
        TRACE("thread\n");
        if (!SB_Thread) {
            ERR("Can't create thread !\n");
            return FALSE;
        }
    }
    return TRUE;
}
开发者ID:Dimillian,项目名称:wine,代码行数:58,代码来源:soundblaster.c

示例7: tdav_consumer_dsound_start

int tdav_consumer_dsound_start(tmedia_consumer_t* self)
{
	tdav_consumer_dsound_t* dsound = (tdav_consumer_dsound_t*)self;

	tsk_size_t i;
	HRESULT hr;
	LPDIRECTSOUNDNOTIFY lpDSBNotify;
	DSBPOSITIONNOTIFY pPosNotify[TDAV_DSOUNS_CONSUMER_NOTIF_POS_COUNT] = {0};

	if(!dsound){
		TSK_DEBUG_ERROR("Invalid parameter");
		return -1;
	}

	if(!dsound->device || !dsound->primaryBuffer || !dsound->secondaryBuffer){
		TSK_DEBUG_ERROR("Consumer not prepared");
		return -2;
	}

	if(dsound->started){
		TSK_DEBUG_WARN("Consumer already started");
		return 0;
	}

	if((hr = IDirectSoundBuffer_QueryInterface(dsound->secondaryBuffer, &IID_IDirectSoundNotify, (LPVOID*)&lpDSBNotify)) != DS_OK){
		tdav_win32_print_error("IDirectSoundBuffer_QueryInterface", hr);
		return -3;
	}

	/* Events associated to notification points */
	for(i = 0; i<sizeof(dsound->notifEvents)/sizeof(HANDLE); i++){
		dsound->notifEvents[i] = CreateEvent(NULL, FALSE, FALSE, NULL);
		pPosNotify[i].dwOffset = ((dsound->bytes_per_notif * i) + dsound->bytes_per_notif) - 1;
		pPosNotify[i].hEventNotify = dsound->notifEvents[i];
	}
	if((hr = IDirectSoundNotify_SetNotificationPositions(lpDSBNotify, TDAV_DSOUNS_CONSUMER_NOTIF_POS_COUNT, pPosNotify)) != DS_OK){
		IDirectSoundNotify_Release(lpDSBNotify);
		tdav_win32_print_error("IDirectSoundBuffer_QueryInterface", hr);
		return -4;
	}
	
	if((hr = IDirectSoundNotify_Release(lpDSBNotify))){
		tdav_win32_print_error("IDirectSoundNotify_Release", hr);
	}
	
	/* start the reader thread */
	tsk_thread_create(&dsound->tid[0], __playback_thread, dsound);

	/* Start the buffer */
	if((hr = IDirectSoundBuffer_Play(dsound->secondaryBuffer,0, 0, DSBPLAY_LOOPING)) != DS_OK){
		tdav_win32_print_error("IDirectSoundNotify_Release", hr);
		return -5;
	}

	dsound->started = tsk_true;

	return 0;
}
开发者ID:NewComerBH,项目名称:doubango,代码行数:58,代码来源:tdav_consumer_dsound.c

示例8: m1sdr_PlayStart

void m1sdr_PlayStart(void)
{
	waveLogStart();

	IDirectSound_SetCooperativeLevel(lpDS, GetForegroundWindow(), DSSCL_PRIORITY);
	
	IDirectSoundBuffer_SetCurrentPosition(lpSecB, 0);
	IDirectSoundBuffer_Play(lpSecB, 0, 0, DSBPLAY_LOOPING);
}
开发者ID:dreiss,项目名称:M1-Android,代码行数:9,代码来源:dsnd.cpp

示例9: DSoundRender_GetPos

static inline HRESULT DSoundRender_GetPos(DSoundRenderImpl *This, DWORD *pPlayPos, REFERENCE_TIME *pRefTime)
{
    HRESULT hr;

    EnterCriticalSection(&This->filter.csFilter);
    {
        DWORD state;
        DWORD write_pos;

        hr = IDirectSoundBuffer_GetStatus(This->dsbuffer, &state);
        if (SUCCEEDED(hr) && !(state & DSBSTATUS_PLAYING) && This->filter.state == State_Running)
        {
            TRACE("Not playing, kickstarting the engine\n");

            hr = IDirectSoundBuffer_Play(This->dsbuffer, 0, 0, DSBPLAY_LOOPING);
            if (FAILED(hr))
                ERR("Can't play sound buffer (%x)\n", hr);
        }

        if (SUCCEEDED(hr))
            hr = IDirectSoundBuffer_GetCurrentPosition(This->dsbuffer, pPlayPos, &write_pos);
        if (hr == S_OK)
        {
            DWORD play_pos = *pPlayPos;

            if (play_pos < This->last_play_pos)
                This->play_loops++;
            This->last_play_pos = play_pos;

            /* If we really fell behind, start at the next possible position
             * Also happens when just starting playback for the first time,
             * or when flushing
             */
            if ((This->play_loops*This->buf_size)+play_pos >=
                (This->write_loops*This->buf_size)+This->write_pos)
                This->write_pos = write_pos;

            if (pRefTime)
            {
                REFERENCE_TIME play_time;
                play_time = ((REFERENCE_TIME)This->play_loops*10000000) +
                            ((REFERENCE_TIME)play_pos*10000000/This->buf_size);

                /* Don't let time run backwards */
                if(play_time-This->play_time > 0)
                    This->play_time = play_time;
                else
                    hr = S_FALSE;

                *pRefTime = This->play_time;
            }
        }
    }
    LeaveCriticalSection(&This->filter.csFilter);

    return hr;
}
开发者ID:r6144,项目名称:wine,代码行数:57,代码来源:dsoundrender.c

示例10: DSOUND_WaitDevice

static void
DSOUND_WaitDevice(_THIS)
{
    DWORD status = 0;
    DWORD cursor = 0;
    DWORD junk = 0;
    HRESULT result = DS_OK;

    /* Semi-busy wait, since we have no way of getting play notification
       on a primary mixing buffer located in hardware (DirectX 5.0)
     */
    result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf,
                                                   &junk, &cursor);
    if (result != DS_OK) {
        if (result == DSERR_BUFFERLOST) {
            IDirectSoundBuffer_Restore(this->hidden->mixbuf);
        }
#ifdef DEBUG_SOUND
        SetDSerror("DirectSound GetCurrentPosition", result);
#endif
        return;
    }

    while ((cursor / this->hidden->mixlen) == this->hidden->lastchunk) {
        /* FIXME: find out how much time is left and sleep that long */
        SDL_Delay(1);

        /* Try to restore a lost sound buffer */
        IDirectSoundBuffer_GetStatus(this->hidden->mixbuf, &status);
        if ((status & DSBSTATUS_BUFFERLOST)) {
            IDirectSoundBuffer_Restore(this->hidden->mixbuf);
            IDirectSoundBuffer_GetStatus(this->hidden->mixbuf, &status);
            if ((status & DSBSTATUS_BUFFERLOST)) {
                break;
            }
        }
        if (!(status & DSBSTATUS_PLAYING)) {
            result = IDirectSoundBuffer_Play(this->hidden->mixbuf, 0, 0,
                                             DSBPLAY_LOOPING);
            if (result == DS_OK) {
                continue;
            }
#ifdef DEBUG_SOUND
            SetDSerror("DirectSound Play", result);
#endif
            return;
        }

        /* Find out where we are playing */
        result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf,
                                                       &junk, &cursor);
        if (result != DS_OK) {
            SetDSerror("DirectSound GetCurrentPosition", result);
            return;
        }
    }
}
开发者ID:BoonsNaibot,项目名称:kivy-ios,代码行数:57,代码来源:SDL_directsound.c

示例11: SOUND_play

//---------------------------------------------------------------------------
//
//---------------------------------------------------------------------------
void SOUND_play(int sound,int mode)
{
	int m;
	if(mode == PLAY_LOOP)
		m = DSBPLAY_LOOPING;
	else 
		m = 0;
	IDirectSoundBuffer_Play(sample_buffers[sound],0,0,m);
}
开发者ID:javisantana,项目名称:cubyshot,代码行数:12,代码来源:sound.c

示例12: write_buffer

/**
\brief fill sound buffer
\param data pointer to the sound data to copy
\param len length of the data to copy in bytes
\return number of copyed bytes
*/
static int write_buffer(struct ao *ao, unsigned char *data, int len)
{
    struct priv *p = ao->priv;
    HRESULT res;
    LPVOID lpvPtr1;
    DWORD dwBytes1;
    LPVOID lpvPtr2;
    DWORD dwBytes2;

    p->underrun_check = 0;

    // Lock the buffer
    res = IDirectSoundBuffer_Lock(p->hdsbuf, p->write_offset, len, &lpvPtr1,
                                  &dwBytes1, &lpvPtr2, &dwBytes2, 0);
    // If the buffer was lost, restore and retry lock.
    if (DSERR_BUFFERLOST == res) {
        IDirectSoundBuffer_Restore(p->hdsbuf);
        res = IDirectSoundBuffer_Lock(p->hdsbuf, p->write_offset, len, &lpvPtr1,
                                      &dwBytes1, &lpvPtr2, &dwBytes2, 0);
    }


    if (SUCCEEDED(res)) {
        if (!AF_FORMAT_IS_AC3(ao->format)) {
            memcpy(lpvPtr1, data, dwBytes1);
            if (lpvPtr2 != NULL)
                memcpy(lpvPtr2, (char *)data + dwBytes1, dwBytes2);

            p->write_offset += dwBytes1 + dwBytes2;
            if (p->write_offset >= p->buffer_size)
                p->write_offset = dwBytes2;
        } else {
            // Write to pointers without reordering.
            memcpy(lpvPtr1, data, dwBytes1);
            if (NULL != lpvPtr2)
                memcpy(lpvPtr2, data + dwBytes1, dwBytes2);
            p->write_offset += dwBytes1 + dwBytes2;
            if (p->write_offset >= p->buffer_size)
                p->write_offset = dwBytes2;
        }

        // Release the data back to DirectSound.
        res = IDirectSoundBuffer_Unlock(p->hdsbuf, lpvPtr1, dwBytes1, lpvPtr2,
                                        dwBytes2);
        if (SUCCEEDED(res)) {
            // Success.
            DWORD status;
            IDirectSoundBuffer_GetStatus(p->hdsbuf, &status);
            if (!(status & DSBSTATUS_PLAYING))
                res = IDirectSoundBuffer_Play(p->hdsbuf, 0, 0, DSBPLAY_LOOPING);
            return dwBytes1 + dwBytes2;
        }
    }
    // Lock, Unlock, or Restore failed.
    return 0;
}
开发者ID:CrimsonVoid,项目名称:mpv,代码行数:62,代码来源:ao_dsound.c

示例13: DSSoundFeedVoiceData

void DSSoundFeedVoiceData(unsigned char* pSound,long lBytes)
{
	LPVOID lpvPtr1, lpvPtr2;
	unsigned long dwBytes1,dwBytes2;
	unsigned long *lpSS, *lpSD;
	unsigned long dw,cplay,cwrite;
	HRESULT hr;
	unsigned long status;

	IDirectSoundBuffer_GetStatus(lpDSBSECONDARY1,&status);
	if (status & DSBSTATUS_BUFFERLOST)
	{
		if (IDirectSoundBuffer_Restore(lpDSBSECONDARY1) != DS_OK) return;
		IDirectSoundBuffer_Play(lpDSBSECONDARY1,0,0,DSBPLAY_LOOPING);
	}

	IDirectSoundBuffer_GetCurrentPosition(lpDSBSECONDARY1,&cplay,&cwrite);

	if(LastWrite == 0xffffffff) LastWrite=cwrite;

	hr = IDirectSoundBuffer_Lock(lpDSBSECONDARY1,LastWrite,lBytes,
        &lpvPtr1, &dwBytes1, &lpvPtr2, &dwBytes2, 0);

	if (hr != DS_OK)
	{
		LastWrite=0xffffffff;
		return;
	}

	lpSS = (unsigned long *)pSound;
	lpSD = (unsigned long *)lpvPtr1;
	dw = dwBytes1 >> 2;

	while(dw)
	{
		*lpSD++=*lpSS++;
		dw--;
	}

	if (lpvPtr2)
	{
		lpSD = (unsigned long *)lpvPtr2;
		dw = dwBytes2 >> 2;

		while(dw)
		{
			*lpSD++ = *lpSS++;
			dw--;
		}
	}

	IDirectSoundBuffer_Unlock(lpDSBSECONDARY1,lpvPtr1,dwBytes1,lpvPtr2,dwBytes2);
	LastWrite += lBytes;
	if(LastWrite >= SOUNDSIZE) LastWrite -= SOUNDSIZE;
	LastPlay = cplay;
}
开发者ID:madnessw,项目名称:thesnow,代码行数:56,代码来源:dsound51.cpp

示例14: dsound_start

static bool dsound_start(void *data)
{
   dsound_t *ds = (dsound_t*)data;
   dsound_clear_buffer(ds);

   if (!dsound_start_thread(ds))
      return false;

   return IDirectSoundBuffer_Play(ds->dsb, 0, 0, DSBPLAY_LOOPING) == DS_OK;
}
开发者ID:jonakino,项目名称:RetroArch,代码行数:10,代码来源:dsound.c

示例15: I_Update3DSound

void I_Update3DSound(int handle, sound3d_t *desc)
{
    sndsource_t *buf = GetSource(handle);

    if(!initOk || !buf) return;
    if(buf->source == NULL) return;
    if(buf->source3D == NULL) return;
    if(!I2_IsSourcePlaying(buf)) IDirectSoundBuffer_Play(buf->source, 0, 0, 0);
    I2_UpdateSource(buf, desc);
}
开发者ID:cmbruns,项目名称:Doomsday-Engine,代码行数:10,代码来源:i_ds_eax.c


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