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]
Multiple Sounds with DMUS_SEGF_SECONDARY
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:
Oh, yeah, and for a while it was able to play two sounds at once, but only if you played the second sound halfway through the first.
-Brendan Bond
-Brendan Bond
I don''t know much about this really, but I remember reading somewhere that you need a primary buffer and then secondary buffers.
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.
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.
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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