- quadrino_resource.zip
- images
- block.bmp
- Board.bmp
- exit.bmp
- gameover.bmp
- left.bmp
- line.bmp
- main.bmp
- options.bmp
- optionscreen.bmp
- pause.bmp
- right.bmp
- s.bmp
- start.bmp
- t.bmp
- Title.bmp
- z.bmp
- layout.ini
- sounds
- bang.wav
- Fade.wav
- gameover.wav
- move.wav
- Quadrino.mp3
- rotate.wav
- SetPiece.wav
- state.wav
- tumble.wav
- quadrino_src.zip
- quadrino_exe.zip
- Quadrino.exe
- tetris_demo.zip
- block.bmp
- Board.bmp
- exit.bmp
- gameover.bmp
- left.bmp
- line.bmp
- main.bmp
- options.bmp
- optionscreen.bmp
- pause.bmp
- right.bmp
- s.bmp
- start.bmp
- t.bmp
- Title.bmp
- z.bmp
- layout.ini
- bang.wav
- Fade.wav
- gameover.wav
- move.wav
- rotate.wav
- SetPiece.wav
- state.wav
- tetris.mp3
- tumble.wav
- tetris_exe.zip
- Tetris.exe
- tetris_resource.zip
- block.bmp
- Board.bmp
- exit.bmp
- gameover.bmp
- left.bmp
- line.bmp
- main.bmp
- options.bmp
- optionscreen.bmp
- pause.bmp
- right.bmp
- s.bmp
- start.bmp
- t.bmp
- Title.bmp
- z.bmp
- layout.ini
- bang.wav
- Fade.wav
- gameover.wav
- move.wav
- rotate.wav
- SetPiece.wav
- state.wav
- tetris.mp3
- tumble.wav
- tetris_src.zip
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/* DSSoundManager.h ***********************************************************
Author: Paul Watt, Copyright (c) 2002
Date: 10/20/2002
Purpose: Definition for a class that will manage the DirectX sound system
for playing sound files.
******************************************************************************/
#ifndef __DSSOUNDMANAGER_H
#define __DSSOUNDMANAGER_H
#include <dsound.h>
#include "DSSound.h"
/* Class **********************************************************************
Author: Paul Watt
Date: 10/20/2002
Purpose: Class to manage the DirectSound system.
******************************************************************************/
class DSSoundManager
{
protected:
LPDIRECTSOUND8 m_pDS;
public:
DSSoundManager ();
virtual ~DSSoundManager();
virtual HRESULT Initialize (HWND hWnd, DWORD dwCoopLevel=DSSCL_PRIORITY , DWORD dwPrimaryChannels=2, DWORD dwPrimaryFreq=22050, DWORD dwPrimaryBitRate=16);
virtual HRESULT SetPrimaryBufferFormat(DWORD dwPrimaryChannels, DWORD dwPrimaryFreq, DWORD dwPrimaryBitRate);
LPDIRECTSOUND GetDirectSound();
virtual HRESULT CreateSound(DSSound** ppSound, LPTSTR strWaveFileName, DWORD dwCreationFlags = 0, DWORD dwNumBuffers = 1, GUID guid3DAlgorithm = GUID_NULL);
};
/* Public *********************************************************************
Author: Paul Watt
Date: 10/20/2002
Purpose: Returns a pointer to the DirectSound interface.
Parameters: NONE
Return: -
******************************************************************************/
inline LPDIRECTSOUND DSSoundManager::GetDirectSound()
{
return m_pDS;
}
#endif
|
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I am a software architect and I have been developing software for nearly two decades. Over the years I have learned to value maintainable solutions first. This has allowed me to adapt my projects to meet the challenges that inevitably appear during development. I use the most beneficial short-term achievements to drive the software I develop towards a long-term vision.
C++ is my strongest language. However, I have also used x86 ASM, ARM ASM, C, C#, JAVA, Python, and JavaScript to solve programming problems. I have worked in a variety of industries throughout my career, which include:
• Manufacturing
• Consumer Products
• Virtualization
• Computer Infrastructure Management
• DoD Contracting
My experience spans these hardware types and operating systems:
• Desktop
o Windows (Full-stack: GUI, Application, Service, Kernel Driver)
o Linux (Application, Daemon)
• Mobile Devices
o Windows CE / Windows Phone
o Linux
• Embedded Devices
o VxWorks (RTOS)
o Greenhills Linux
o Embedded Windows XP
I am a Mentor and frequent contributor to CodeProject.com with tutorial articles that teach others about the inner workings of the Windows APIs.
I am the creator of an open source project on GitHub called
Alchemy[
^], which is an open-source compile-time data serialization library.
I maintain my own repository and blog at
CodeOfTheDamned.com/[
^], because code maintenance does not have to be a living hell.