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SimplePlaySound.cpp
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//--------------------------------------------------------------------------------------
// SimplePlaySound.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "SimplePlaySound.h"
#include "WAVFileReader.h"
static const wchar_t* g_FileList[] = {
L"71_setup_sweep_xbox.wav",
L"musicmono.wav",
L"musicmono_xma.wav",
L"musicmono_adpcm.wav",
L"musicmono_xwma.wav",
L"sine.wav",
nullptr
};
extern void ExitSample() noexcept;
using namespace DirectX;
using Microsoft::WRL::ComPtr;
Sample::Sample() :
m_frame(0),
m_pMasteringVoice(nullptr),
m_pSourceVoice(nullptr),
m_currentFile(0),
m_xmaMemory(nullptr)
{
// Renders only 2D, so no need for a depth buffer.
m_deviceResources = std::make_unique<DX::DeviceResources>(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN);
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(IUnknown* window)
{
m_gamePad = std::make_unique<GamePad>();
m_deviceResources->SetWindow(window);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
// Initialize XAudio2 objects
DX::ThrowIfFailed(XAudio2Create(m_pXAudio2.GetAddressOf(), 0));
#ifdef _DEBUG
// Enable debugging features
XAUDIO2_DEBUG_CONFIGURATION debug = {};
debug.TraceMask = XAUDIO2_LOG_ERRORS | XAUDIO2_LOG_WARNINGS;
debug.BreakMask = XAUDIO2_LOG_ERRORS;
m_pXAudio2->SetDebugConfiguration(&debug, 0);
#endif
DX::ThrowIfFailed(m_pXAudio2->CreateMasteringVoice(&m_pMasteringVoice));
// Start playing the first file
m_currentFile = 0;
Play(g_FileList[m_currentFile]);
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Frame %llu", m_frame);
m_timer.Tick([&]()
{
Update(m_timer);
});
Render();
PIXEndEvent();
m_frame++;
}
// Updates the world.
void Sample::Update(DX::StepTimer const&)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
if (pad.IsViewPressed())
{
ExitSample();
}
}
// Check to see if buffer has finished playing, then move on to next sound
XAUDIO2_VOICE_STATE state;
m_pSourceVoice->GetState(&state, XAUDIO2_VOICE_NOSAMPLESPLAYED);
if (state.BuffersQueued == 0)
{
m_pSourceVoice->DestroyVoice();
if (g_FileList[++m_currentFile] == nullptr)
{
m_currentFile = 0;
}
Play(g_FileList[m_currentFile]);
}
PIXEndEvent();
}
#pragma endregion
#pragma region Frame Render
// Draws the scene.
void Sample::Render()
{
// Don't try to render anything before the first Update.
if (m_timer.GetFrameCount() == 0)
{
return;
}
// Prepare the render target to render a new frame.
m_deviceResources->Prepare();
Clear();
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Render");
RECT safeRect = SimpleMath::Viewport::ComputeTitleSafeArea(1920, 1080);
XMFLOAT2 pos(float(safeRect.left), float(safeRect.top));
m_spriteBatch->Begin();
m_spriteBatch->Draw(m_background.Get(), m_deviceResources->GetOutputSize());
wchar_t str[128] = {};
swprintf_s(str, L"Playing: %ls", g_FileList[m_currentFile]);
m_font->DrawString(m_spriteBatch.get(), str, pos);
if (!m_waveDesc.empty())
{
pos.y += m_font->GetLineSpacing();
m_font->DrawString(m_spriteBatch.get(), m_waveDesc.c_str(), pos);
}
m_spriteBatch->End();
PIXEndEvent(context);
// Show the new frame.
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
m_graphicsMemory->Commit();
PIXEndEvent(context);
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Clear");
// Clear the views
auto renderTarget = m_deviceResources->GetRenderTargetView();
// Don't need to clear color as the sample draws a fullscreen image background
context->OMSetRenderTargets(1, &renderTarget, nullptr);
// Set the viewport.
auto viewport = m_deviceResources->GetScreenViewport();
context->RSSetViewports(1, &viewport);
PIXEndEvent(context);
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnSuspending()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->Suspend(0);
// Suspend audio engine
m_pXAudio2->StopEngine();
}
void Sample::OnResuming()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->Resume();
m_timer.ResetElapsedTime();
// Resume audio engine
m_pXAudio2->StartEngine();
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto context = m_deviceResources->GetD3DDeviceContext();
auto device = m_deviceResources->GetD3DDevice();
m_graphicsMemory = std::make_unique<GraphicsMemory>(device, m_deviceResources->GetBackBufferCount());
m_spriteBatch = std::make_unique<SpriteBatch>(context);
m_font = std::make_unique<SpriteFont>(device, L"SegoeUI_18.spritefont");
DX::ThrowIfFailed(CreateDDSTextureFromFile(device, L"ATGSampleBackground.DDS", nullptr, m_background.ReleaseAndGetAddressOf()));
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
}
#pragma endregion
void Sample::Play(const wchar_t* szFilename)
{
// Free any audio data from previous play (source voice must not be playing from it!)
m_waveFile.reset();
if (m_xmaMemory)
{
ApuFree(m_xmaMemory);
m_xmaMemory = nullptr;
}
// Load audio data from disk
DX::WAVData waveData;
DX::ThrowIfFailed(DX::LoadWAVAudioFromFileEx(szFilename, m_waveFile, waveData));
// Set up text description
m_waveDesc.clear();
uint32_t tag = DX::GetFormatTag(waveData.wfx);
switch (tag)
{
case WAVE_FORMAT_ADPCM:
m_waveDesc = L"ADPCM";
break;
case WAVE_FORMAT_WMAUDIO2:
case WAVE_FORMAT_WMAUDIO3:
m_waveDesc = L"xWMA";
break;
case WAVE_FORMAT_PCM:
m_waveDesc = L"PCM";
break;
case WAVE_FORMAT_XMA2:
m_waveDesc = L"XMA2";
break;
}
{
wchar_t buff[64];
swprintf_s(buff, L" (%u channels, %u bits, %u samples, %zu ms duration)",
waveData.wfx->nChannels,
waveData.wfx->wBitsPerSample,
waveData.wfx->nSamplesPerSec,
waveData.GetSampleDurationMS());
m_waveDesc += buff;
if (waveData.loopLength > 0)
{
m_waveDesc += L" [loop point]";
}
}
// Create the source voice
DX::ThrowIfFailed(m_pXAudio2->CreateSourceVoice(&m_pSourceVoice, waveData.wfx, 0, XAUDIO2_DEFAULT_FREQ_RATIO));
// Submit wave data
XAUDIO2_BUFFER buffer = {};
buffer.pAudioData = waveData.startAudio;
buffer.Flags = XAUDIO2_END_OF_STREAM; // Indicates all the audio data is being submitted at once
buffer.AudioBytes = waveData.audioBytes;
if (waveData.loopLength > 0)
{
buffer.LoopBegin = waveData.loopStart;
buffer.LoopLength = waveData.loopLength;
buffer.LoopCount = 1; // We'll just assume we play the loop twice
}
if (tag == WAVE_FORMAT_WMAUDIO2 || tag == WAVE_FORMAT_WMAUDIO3)
{
//
// xWMA includes seek tables which must be provided
//
XAUDIO2_BUFFER_WMA xwmaBuffer = {};
xwmaBuffer.pDecodedPacketCumulativeBytes = waveData.seek;
xwmaBuffer.PacketCount = waveData.seekCount;
DX::ThrowIfFailed(m_pSourceVoice->SubmitSourceBuffer(&buffer, &xwmaBuffer));
}
else if (tag == WAVE_FORMAT_XMA2)
{
//
// To play XMA2 data, we need the audio data in APU memory rather than system memory
//
DX::ThrowIfFailed(ApuAlloc(&m_xmaMemory, nullptr, static_cast<UINT32>(waveData.audioBytes), SHAPE_XMA_INPUT_BUFFER_ALIGNMENT));
memcpy(m_xmaMemory, waveData.startAudio, waveData.audioBytes);
buffer.pAudioData = static_cast<BYTE*>( m_xmaMemory );
DX::ThrowIfFailed(m_pSourceVoice->SubmitSourceBuffer(&buffer));
}
else
{
DX::ThrowIfFailed(m_pSourceVoice->SubmitSourceBuffer(&buffer));
}
// Start playing the voice
DX::ThrowIfFailed(m_pSourceVoice->Start());
}