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SAMS chapter3_demo2 error

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sup, just getting into how to play sounds on a basic window. I receive this error from the build. 1>------ Build started: Project: chapter3_demo2, Configuration: Debug Win32 ------ 1>Linking... 1>demo3_2.obj : error LNK2019: unresolved external symbol __imp__PlaySoundA@12 referenced in function "long __stdcall WindowProc(struct HWND__ *,unsigned int,unsigned int,long)" (?WindowProc@@YGJPAUHWND__@@IIJ@Z) 1>Debug\chapter3_demo2.exe : fatal error LNK1120: 1 unresolved externals 1>Build log was saved at "file://c:\Documents and Settings\Codes\T3DCHAP03\Copy (2) of 1\Debug\BuildLog.htm" 1>chapter3_demo2 - 2 error(s), 0 warning(s) ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== [CODE] // DEMO3_2.CPP - Loading .WAV resources // INCLUDES /////////////////////////////////////////////// #define WIN32_LEAN_AND_MEAN // just say no to MFC #include <windows.h> // include all the windows headers #include <windowsx.h> // include useful macros #include <mmsystem.h> // very important and include WINMM.LIB too! #include <stdio.h> #include <stdlib.h> #include <math.h> #include "DEMO3_2RES.H" // DEFINES //////////////////////////////////////////////// // defines for windows #define WINDOW_CLASS_NAME "WINCLASS1" // GLOBALS //////////////////////////////////////////////// HWND main_window_handle = NULL; // globally track main window HINSTANCE hinstance_app = NULL; // globally track hinstance // FUNCTIONS ////////////////////////////////////////////// LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) { // this is the main message handler of the system PAINTSTRUCT ps; // used in WM_PAINT HDC hdc; // handle to a device context // what is the message switch(msg) { case WM_CREATE: { // do initialization stuff here // play the create sound once PlaySound(MAKEINTRESOURCE(SOUND_ID_CREATE), hinstance_app, SND_RESOURCE | SND_SYNC); // play the music in loop mode PlaySound(MAKEINTRESOURCE(SOUND_ID_MUSIC), hinstance_app, SND_RESOURCE | SND_ASYNC | SND_LOOP); // return success return(0); } break; case WM_PAINT: { // simply validate the window hdc = BeginPaint(hwnd,&ps); // you would do all your painting here EndPaint(hwnd,&ps); // return success return(0); } break; case WM_DESTROY: { // stop the sounds first PlaySound(NULL, hinstance_app, SND_PURGE); // kill the application, this sends a WM_QUIT message PostQuitMessage(0); // return success return(0); } break; default:break; } // end switch // process any messages that we didn't take care of return (DefWindowProc(hwnd, msg, wparam, lparam)); } // end WinProc // WINMAIN //////////////////////////////////////////////// int WINAPI WinMain( HINSTANCE hinstance, HINSTANCE hprevinstance, LPSTR lpcmdline, int ncmdshow) { WNDCLASSEX winclass; // this will hold the class we create HWND hwnd; // generic window handle MSG msg; // generic message // first fill in the window class stucture winclass.cbSize = sizeof(WNDCLASSEX); winclass.style = CS_DBLCLKS | CS_OWNDC | CS_HREDRAW | CS_VREDRAW; winclass.lpfnWndProc = WindowProc; winclass.cbClsExtra = 0; winclass.cbWndExtra = 0; winclass.hInstance = hinstance; winclass.hIcon = LoadIcon(hinstance, MAKEINTRESOURCE(ICON_T3DX)); winclass.hCursor = LoadCursor(hinstance, MAKEINTRESOURCE(CURSOR_CROSSHAIR)); winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); winclass.lpszMenuName = NULL; winclass.lpszClassName = WINDOW_CLASS_NAME; winclass.hIconSm = LoadIcon(hinstance, MAKEINTRESOURCE(ICON_T3DX)); // save hinstance in global hinstance_app = hinstance; // register the window class if (!RegisterClassEx(&winclass)) return(0); // create the window if (!(hwnd = CreateWindowEx(NULL, // extended style WINDOW_CLASS_NAME, // class "Sound Resource Demo", // title WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0,0, // initial x,y 400,400, // initial width, height NULL, // handle to parent NULL, // handle to menu hinstance,// instance of this application NULL))) // extra creation parms return(0); // save main window handle main_window_handle = hwnd; // enter main event loop, but this time we use PeekMessage() // instead of GetMessage() to retrieve messages while(TRUE) { // test if there is a message in queue, if so get it if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { // test if this is a quit if (msg.message == WM_QUIT) break; // translate any accelerator keys TranslateMessage(&msg); // send the message to the window proc DispatchMessage(&msg); } // end if // main game processing goes here // Game_Main(); // or whatever your loop is called } // end while // return to Windows like this return(msg.wParam); } // end WinMain /////////////////////////////////////////////////////////// [/CODE]

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jlewicki,

This is what we call a "link error." It means that your compiler was able to recognize the function named "PlaySound" as a valid function - which means you provided the correct header file, but when it came time to link your application with all the necessary system libraries it was unable to find the actual implementation of that function. Which means you're missing a library. In this case, you're missing "Winmm.lib". Add that to your linkers list of used libraries, and your application should link just fine.

Cheers and good luck!

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thanks for the response,
searched windows for the .lib file found 3 versions:

C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Lib
C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Lib\AMD64
C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Lib\IE64

went to Tools->Options->Projects and Solutions->VC++ Directories->libraries and added:
C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Lib

saved and restarted, still no go.

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Thats because you did not add the file to link, you told the compiler where to check for libraries, you need to go to project options linker additional dependencies, add the library name there and it will link to it.

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Fixed,

Selected project properties and added an additional dependency winmm.lib. Is there a way i can add this to all my programs without going through this step repeatedly?

thanks for your help,
jason

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