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Copy pathSimpleWASAPIPlaySoundXDK.cpp
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SimpleWASAPIPlaySoundXDK.cpp
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//--------------------------------------------------------------------------------------
// SimpleWASAPIPlaySoundXDK.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "SimpleWASAPIPlaySoundXDK.h"
#include "ATGColors.h"
#include "ControllerFont.h"
extern void ExitSample() noexcept;
using namespace DirectX;
using Microsoft::WRL::ComPtr;
Sample::Sample() :
m_frame(0),
m_playPressed(false)
{
// 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 MF
HRESULT hr = MFStartup(MF_VERSION, MFSTARTUP_LITE);
if (SUCCEEDED(hr))
{
m_wm = ref new WASAPIManager();
}
else
{
DX::ThrowIfFailed(hr);
}
}
#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);
m_gamePadButtons.Update(pad);
if (pad.IsViewPressed())
{
ExitSample();
}
if (pad.IsAPressed() && !m_playPressed)
{
m_wm->PlayPauseToggle();
m_playPressed = true;
}
else if (!pad.IsAPressed() && m_playPressed)
{
m_playPressed = false;
}
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");
auto rect = m_deviceResources->GetOutputSize();
auto safeRect = SimpleMath::Viewport::ComputeTitleSafeArea(rect.right, rect.bottom);
XMFLOAT2 pos(float(safeRect.left), float(safeRect.top));
m_spriteBatch->Begin();
m_font->DrawString(m_spriteBatch.get(), L"Simple WASAPI Playback:", pos, ATG::Colors::White);
pos.y += m_font->GetLineSpacing() * 1.5f;
wchar_t str[128] = {};
swprintf_s(str, L"Audio Source - Test tone at 440hz : %s", (m_wm->IsPlaying())? L"Is Playing" : L"Is Stopped");
m_font->DrawString(m_spriteBatch.get(), str, pos, ATG::Colors::White);
DX::DrawControllerString(m_spriteBatch.get(), m_font.get(), m_ctrlFont.get(), L"Press [A] to start/stop playback [View] Exit",
XMFLOAT2(float(safeRect.left), float(safeRect.bottom) - m_font->GetLineSpacing()),
ATG::Colors::LightGrey);
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();
context->ClearRenderTargetView(renderTarget, ATG::Colors::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);
}
void Sample::OnResuming()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->Resume();
m_timer.ResetElapsedTime();
m_gamePadButtons.Reset();
// Resume audio engine
m_wm->StartDevice();
}
#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_spriteBatch = std::make_unique<SpriteBatch>(context);
m_font = std::make_unique<SpriteFont>(device, L"SegoeUI_18.spritefont");
m_font->SetDefaultCharacter(L' ');
m_ctrlFont = std::make_unique<SpriteFont>(device, L"XboxOneControllerLegendSmall.spritefont");
m_graphicsMemory = std::make_unique<GraphicsMemory>(device, m_deviceResources->GetBackBufferCount());
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
}
#pragma endregion