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20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,您的评价将有助于我们的系统推荐出更棒的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
示例16: DX5_WaitAudio_BusyWait
static void DX5_WaitAudio_BusyWait(_THIS)
{
DWORD status;
DWORD cursor, junk;
HRESULT result;
/* 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(mixbuf, &cursor, &junk);
if ( result != DS_OK ) {
if ( result == DSERR_BUFFERLOST ) {
IDirectSoundBuffer_Restore(mixbuf);
}
#ifdef DEBUG_SOUND
SetDSerror("DirectSound GetCurrentPosition", result);
#endif
return;
}
cursor /= mixlen;
while ( cursor == playing ) {
/* FIXME: find out how much time is left and sleep that long */
SDL_Delay(10);
/* 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) ) {
break;
}
}
if ( ! (status&DSBSTATUS_PLAYING) ) {
result = IDirectSoundBuffer_Play(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(mixbuf,
&cursor, &junk);
if ( result != DS_OK ) {
SetDSerror("DirectSound GetCurrentPosition", result);
return;
}
cursor /= mixlen;
}
}
开发者ID:bohwaz,项目名称:ozex,代码行数:55,代码来源:SDL_dx5audio.c
示例17: I_Update2DSound
void I_Update2DSound(int handle, int volume, int pan, int pitch)
{
sndsource_t *buf = GetSource(handle);
if(!initOk || !buf) return;
if(buf->source == NULL) return;
if(buf->source3D) return;
if(!I2_IsSourcePlaying(buf)) IDirectSoundBuffer_Play(buf->source, 0, 0, 0);
I2_SetVolume(buf, volume/1000.0f);
I2_SetPan(buf, pan/1000.0f);
I2_SetPitch(buf, pitch/1000.0f);
}
开发者ID:cmbruns,项目名称:Doomsday-Engine,代码行数:12,代码来源:i_ds_eax.c
示例18: dsound_ctl_out
static int dsound_ctl_out (HWVoiceOut *hw, int cmd, ...)
{
HRESULT hr;
DWORD status;
DSoundVoiceOut *ds = (DSoundVoiceOut *) hw;
LPDIRECTSOUNDBUFFER dsb = ds->dsound_buffer;
dsound *s = ds->s;
if (!dsb) {
dolog ("Attempt to control voice without a buffer\n");
return 0;
}
switch (cmd) {
case VOICE_ENABLE:
if (dsound_get_status_out (dsb, &status, s)) {
return -1;
}
if (status & DSBSTATUS_PLAYING) {
dolog ("warning: Voice is already playing\n");
return 0;
}
dsound_clear_sample (hw, dsb, s);
hr = IDirectSoundBuffer_Play (dsb, 0, 0, DSBPLAY_LOOPING);
if (FAILED (hr)) {
dsound_logerr (hr, "Could not start playing buffer\n");
return -1;
}
break;
case VOICE_DISABLE:
if (dsound_get_status_out (dsb, &status, s)) {
return -1;
}
if (status & DSBSTATUS_PLAYING) {
hr = IDirectSoundBuffer_Stop (dsb);
if (FAILED (hr)) {
dsound_logerr (hr, "Could not stop playing buffer\n");
return -1;
}
}
else {
dolog ("warning: Voice is not playing\n");
}
break;
}
return 0;
}
开发者ID:01org,项目名称:qemu-lite,代码行数:52,代码来源:dsoundaudio.c
示例19: dsound_start
static bool dsound_start(void *data, bool is_shutdown)
{
dsound_t *ds = (dsound_t*)data;
dsound_clear_buffer(ds);
if (!dsound_start_thread(ds))
return false;
ds->is_paused = (IDirectSoundBuffer_Play(
ds->dsb, 0, 0, DSBPLAY_LOOPING) == DS_OK) ? false : true;
return (ds->is_paused) ? false : true;
}
开发者ID:Alcaro,项目名称:RetroArch,代码行数:13,代码来源:dsound.c
示例20: SndSys_LockRenderBuffer
/*
====================
SndSys_LockRenderBuffer
Get the exclusive lock on "snd_renderbuffer"
====================
*/
qboolean SndSys_LockRenderBuffer (void)
{
#ifdef SUPPORTDIRECTX
int reps;
HRESULT hresult;
DWORD dwStatus;
if (pDSBuf)
{
// if the buffer was lost or stopped, restore it and/or restart it
if (IDirectSoundBuffer_GetStatus (pDSBuf, &dwStatus) != DS_OK)
Con_Print("Couldn't get sound buffer status\n");
if (dwStatus & DSBSTATUS_BUFFERLOST)
{
Con_Print("DSound buffer is lost!!\n");
IDirectSoundBuffer_Restore (pDSBuf);
}
if (!(dwStatus & DSBSTATUS_PLAYING))
IDirectSoundBuffer_Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
reps = 0;
while ((hresult = IDirectSoundBuffer_Lock(pDSBuf, 0, gSndBufSize, (LPVOID*)&dsound_pbuf, &dsound_dwSize, (LPVOID*)&dsound_pbuf2, &dsound_dwSize2, 0)) != DS_OK)
{
if (hresult != DSERR_BUFFERLOST)
{
Con_Print("S_LockBuffer: DS: Lock Sound Buffer Failed\n");
S_Shutdown ();
S_Startup ();
return false;
}
if (++reps > 10000)
{
Con_Print("S_LockBuffer: DS: couldn't restore buffer\n");
S_Shutdown ();
S_Startup ();
return false;
}
}
if ((void*)dsound_pbuf != snd_renderbuffer->ring)
Sys_Error("SndSys_LockRenderBuffer: the ring address has changed!!!\n");
return true;
}
#endif
return wav_init;
}
开发者ID:kasymovga,项目名称:DarkPlacesRM,代码行数:58,代码来源:snd_win.c
注:本文中的IDirectSoundBuffer_Play函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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