x01.Game.CubeRun: XACT3 播放声音

1.使用 Xact3 工具

在 DXSDK 安装目录 => Uilities => bin => x86 里,运行 Xact3.exe 程序,新建波形库(Wave Bank)、声音库(Sound Bank) 项目,将 clip.wav 或类似的文件复制到 Wave Bank 工作区,再将其拖入 Sound Bank 工作区,选择 Build 菜单,便可生成 XBox 和 Win 目录,里面即为待用的声音文件。

2.添加 XactAudio 类

#pragma once

#include <xact3.h>

class XACT3Audio
{
public:
    XACT3Audio(void);
    ~XACT3Audio(void);

    bool InitEngine();
    bool LoadWaveBank(LPCWSTR path);
    bool LoadSoundBank(LPCWSTR path);
    void* MapFileData(LPCWSTR path, DWORD& size);
    void Clearup();
    
    IXACT3Engine*        XactEngine;
    IXACT3WaveBank*        WaveBank;
    IXACT3SoundBank*    SoundBank;

private:
    void*                m_pWaveData;
    void*                m_pSoundData;
};
XactAudio.h
#include <iostream>
#include "XACT3Audio.h"

XACT3Audio::XACT3Audio(void) :
    WaveBank(nullptr), SoundBank(nullptr), m_pWaveData(nullptr), m_pSoundData(nullptr)
{
}

XACT3Audio::~XACT3Audio(void)
{
    Clearup();
}

bool XACT3Audio::InitEngine()
{
    HRESULT hr = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
    if (FAILED(hr))
    {
        return false;
    }

    hr = XACT3CreateEngine(XACT_FLAG_API_AUDITION_MODE, &XactEngine);
    if (FAILED(hr))
    {
        return false;
    }

    XACT_RUNTIME_PARAMETERS rp = { 0 };
    rp.lookAheadTime = XACT_ENGINE_LOOKAHEAD_DEFAULT;

    hr = XactEngine->Initialize(&rp);
    if (FAILED(hr))
    {
        return false;
    }

    return true;
}

bool XACT3Audio::LoadWaveBank(LPCWSTR path)
{
    DWORD size = 0;
    m_pWaveData = MapFileData(path, size);

    HRESULT hr = XactEngine->CreateInMemoryWaveBank(m_pWaveData, size, 0, 0, &WaveBank);
    if (FAILED(hr))
    {
        return false;
    }

    return true;
}

bool XACT3Audio::LoadSoundBank(LPCWSTR path)
{
    DWORD size = 0;
    m_pSoundData = MapFileData(path, size);

    HRESULT hr = XactEngine->CreateSoundBank(m_pSoundData, size, 0, 0, &SoundBank);
    if (FAILED(hr))
    {
        return false;
    }

    return true;
}

void* XACT3Audio::MapFileData(LPCWSTR path, DWORD& size)
{
    HANDLE hFile = CreateFileW(path, GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING, 0, nullptr);
    if (hFile == INVALID_HANDLE_VALUE)
    {
        return nullptr;
    }

    size = GetFileSize(hFile, nullptr);
    if (size == -1)
    {
        CloseHandle(hFile);
        return nullptr;
    }

    HANDLE hMap = CreateFileMapping(hFile, nullptr, PAGE_READONLY, 0, size, nullptr);
    if (!hMap)
    {
        CloseHandle(hFile);
        return nullptr;
    }

    void* data = MapViewOfFile(hMap, FILE_MAP_READ, 0, 0, 0);

    CloseHandle(hMap);
    CloseHandle(hFile);

    return data;
}

void XACT3Audio::Clearup()
{
    if (WaveBank)
    {
        WaveBank->Destroy();
        WaveBank = nullptr;
    }

    if (SoundBank)
    {
        SoundBank->Destroy();
        SoundBank = nullptr;
    }

    if (m_pWaveData)
    {
        UnmapViewOfFile(m_pWaveData);
        m_pWaveData = nullptr;
    }

    if (m_pSoundData)
    {
        UnmapViewOfFile(m_pSoundData);
        m_pSoundData = nullptr;
    }

    if (XactEngine)
    {
        XactEngine->ShutDown();
        XactEngine->Release();
        XactEngine = nullptr;
    }

    CoUninitialize();
}
XactAudio.cpp

3.使用 XactAudio 类

基本都是程式化的东西,只需在 Cube.cpp 的 LoadContent() 最后添加如下代码即可:

    if (!m_audio.InitEngine())
    {
        return false;
    }

    if (!m_audio.LoadWaveBank(L"Win/Wave Bank.xwb"))
    {
        return false;
    }

    if (!m_audio.LoadSoundBank(L"Win/Sound Bank.xsb"))
    {
        return false;
    }

    XACTINDEX cue = m_audio.SoundBank->GetCueIndex("clip");
    m_audio.SoundBank->Play(cue, 0, 0, nullptr);

完整代码可到我的博客 x01.Lab.Download 中下载获取。

原文地址:https://www.cnblogs.com/china_x01/p/3486176.html