• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

chris1962

Default Port for MIDI using DirectMusic7

1 post in this topic

Hello all, I am currently incorporating MIDI files into my game using the Lamothe technique from his "Tricks Of The Windows" book. I noticed that when the MIDI file is played in my game, it sounds slightly different than when I play the MIDI file with the Windows Media Player, or Anvil (the software I used to create the MIDI file). I would prefer the game to sound the same as it does coming from Anvil (the way I created it). After some messing around, I''ve determined that it sounds different because I am adding the default port (Microsoft Software Synthesizer) within my game. if (FAILED(dm_perf->AddPort(NULL))) { return(0); //terminate application } According to the DirectX7 documentation, under win95 or win98, the default port is always the Microsoft Software Synthesizer. It would make more sense to me if the default port was selected from the one defined in the MIDI tab of the MultiMedia icon of the Control Panel. I am quite sure that is where the WindowsMediaPlayer gets its ouptut port from for MIDI files. That is what I would like my program to do. Any ideas as to how I could do this within my program? Any thoughts as to the wisdom of doing it this way? How will this affect the sound on other PC''s with different sound cards? My sound card is a SoundBlaster AWE64. Thanks for the help.
0

Share this post


Link to post
Share on other sites

Hi, i have your exact same problem
The solution i found was a hack, but i havent heard of any other way to do it. I basically find the media tab setting in the registry, then do a strcmp against all dmusic enumerated caps strings until it matches, then return that guid for dmusic to initialize with


GUID *FindDefaultPort()
{
DMUS_PORTCAPS caps;
DWORD size = 256;
HKEY key;
static GUID guid;
GUID * guidptr = NULL;
char name[256];
HRESULT hr;
int count;

// get the default device out of the registry
hr = RegOpenKeyEx(HKEY_CURRENT_USER, "Software\\Microsoft\\Windows\\CurrentVersion\\Multimedia\\MIDIMap", 0, KEY_QUERY_VALUE , &key);
if (hr != ERROR_SUCCESS)
return NULL;
RegQueryValueEx(key, "CurrentInstrument", 0, NULL, (LPBYTE)&name, &size);
RegCloseKey(key);

count = 0;
do
{
char newname[256];

memset(&caps, 0, sizeof(DMUS_PORTCAPS));
caps.dwSize = sizeof(DMUS_PORTCAPS);

hr = pDirectMusic->lpVtbl->EnumPort(pDirectMusic, count, &caps);

WideCharToMultiByte(CP_ACP, 0, caps.wszDescription, -1, newname, 256, NULL, NULL);

if (!strcmp(newname, name))
{
memcpy(&guid, &caps.guidPort, sizeof(GUID));
guidptr = &guid;
break;
}

count++;
}
while (hr != S_FALSE);


if (!guidptr)
{
pDirectMusic->lpVtbl->GetDefaultPort(pDirectMusic, &guid);
guidptr = &guid;
}

return guidptr;
}
0

Share this post


Link to post
Share on other sites