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Multiple Sounds with DMUS_SEGF_SECONDARY

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I'm having a problem with IDirectMusicSegment8; what I have is a sound wrapper class that loads a sound into an array of IDirectMusicSegment8*'s. After you load the sound, the class plays the sound with the PlaySegmentEx function. The weird thing about this is that even though I use the flag DMUS_SEGF_SECONDARY when I play any segment, I still can't play multiple files at once. Here's the code:
void Sound::Load(char* fileName, int sndID){
	WCHAR searchPath[MAX_PATH];
	MultiByteToWideChar(CP_ACP, 0, ".\\sounds", -1, searchPath, MAX_PATH);
	WCHAR wideFileName[MAX_PATH];
	MultiByteToWideChar(CP_ACP, 0, fileName, -1, wideFileName, MAX_PATH);

	_dmLoaderPtr->SetSearchDirectory(GUID_DirectMusicAllTypes, searchPath, 0);

	CoCreateInstance(CLSID_DirectMusicSegment, 0, CLSCTX_INPROC, IID_IDirectMusicSegment8,
					 (void**)&_dmSgmntsPtr[sndID]);

	_dmLoaderPtr->LoadObjectFromFile(CLSID_DirectMusicSegment, IID_IDirectMusicSegment8, wideFileName, 
									 (void**)&_dmSgmntsPtr[sndID]);

	_dmSgmntsPtr[sndID]->Download(_dmPerformancePtr);
}

void Sound::Play(int sndID){	
	_dmPerformancePtr->PlaySegmentEx(_dmSgmntsPtr[sndID], 0, 0, DMUS_SEGF_SECONDARY, 0, 0, 0, 0); 
}
After that, in main, I load the file and then play it in the game's loop. [edited by - Brendan Bond on January 24, 2004 2:44:09 PM]

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I don''t know much about this really, but I remember reading somewhere that you need a primary buffer and then secondary buffers.

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Well, I read (I believe on these forums) that DMUS_SEGF_SECONDARY was usable, and that you didn''t need a primary sound; you could simply specify them all as secondary.

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Guest Anonymous Poster
I can''t imagine why the two sounds would only play if the second sound if played halfway through the first, but maybe posting your initialization code could help someone answer your question.

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Ok, here''s the initialization code:


void Sound::Create(){
CoInitialize(0);

CoCreateInstance(CLSID_DirectMusicPerformance, 0, CLSCTX_INPROC, IID_IDirectMusicPerformance8,
(void**)&_dmPerformancePtr);

_dmPerformancePtr->InitAudio(0, 0, 0, DMUS_APATH_DYNAMIC_STEREO, 64, DMUS_AUDIOF_ALL, 0);

CoCreateInstance(CLSID_DirectMusicLoader, 0, CLSCTX_INPROC, IID_IDirectMusicLoader8,
(void**)&_dmLoaderPtr);
}

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