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使用 DirectSound 播放音频流数据

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3.12/5 (17投票s)

2004年9月27日

2分钟阅读

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一篇关于如何使用 DirectSound 播放音频流数据的文章。

引言

本文及其代码展示了如何使用 DirectSound 播放音频流数据。它提供了一种更灵活的方法来控制流数据。演示展示了如何播放、暂停、停止、以及寻找小或大的 WAV 文件。

背景

在阅读代码之前,您应该了解一些关于 DirectSound 的知识。您可以在以下位置找到相关资料:

MSDN\Graphics and Multimedia\DirectX\SDK Documentation\DiretX8.1(C++)\DirectX Audio

使用代码

CMyDirectSound 具有以下公共方法:

HRESULT SetFormat(const WAVEFORMATEX WFE);
HRESULT SetCallback(LPGETAUDIOSAMPLES_PROGRESS Function_Callback, LPVOID lpData);
typedef HRESULT  (WINAPI *LPGETAUDIOSAMPLES_PROGRESS)(int iAudioChannel, 
                                                      LPBYTE lpDesBuf,
                                                      const DWORD dwRequiredSamples, 
                                                      DWORD &dwRetSamples, 
                                                      LPVOID lpData);
void Play();
void Pause();
void Stop();
void Release();
DWORD GetSamplesPlayed();

首先,您应该使用“SetFormat”提供您想要播放的音频数据的信息。

WAVEFORMATEX formatWav;
m_pWavFile->Open((LPTSTR)(LPCTSTR)m_strFileName, &formatWav, WAVEFILE_READ);
formatWav = *m_pWavFile->GetFormat();

if (NULL == m_pDYDS) {

  m_pDYDS = new CDYDirectSound;
}
m_pDYDS->SetFormat(formatWav);

其次,设置用于获取音频流数据的回调函数。

m_pMyDS->SetCallback(GetSamples, this);

当然,回调函数的具体实现需要您自行编写。然后您可以播放、暂停、停止音频数据。

GetSamplesPlayed”方法将在您开始播放后提供播放的音频样本数量。您可以使用此方法来提供播放位置。

关注点

我认为这个类中有两个关键点:

1. 如何控制 DirectSound 缓冲区循环?

我创建了一个持续时间为两秒的第二个 DirectSound 缓冲区

//Create Second Sound Buffer
dsbd.dwFlags = DSBCAPS_CTRLPOSITIONNOTIFY;
dsbd.dwBufferBytes = 2*m_WFE.nAvgBytesPerSec; //2-Second Buffer 
dsbd.lpwfxFormat = &m_WFE;

if ( FAILED(m_lpDS->CreateSoundBuffer(&dsbd, &m_lpDSB, NULL)) ) {

  OutputDebugString(_T("Create Second Sound Buffer Failed!"));
  m_strLastError = _T("MyDirectSound SetFormat Failed!");
  return;
}

并在 0.5 秒和 1.5 秒处设置了两个 DirectSound 通知

               (1st Notify)                          (2nd Notify)
0              0.5Second        1Second              1.5Second         2Second
|                  |               |                     |                 |
---------------------------------------------------------------------------
|                                  |                                       |
|--------------------------------------------------------------------------|
//Set Direct Sound Buffer Notify Position
DSBPOSITIONNOTIFY pPosNotify[2];
pPosNotify[0].dwOffset = m_WFE.nAvgBytesPerSec/2 - 1;
pPosNotify[1].dwOffset = 3*m_WFE.nAvgBytesPerSec/2 - 1;  
pPosNotify[0].hEventNotify = m_pHEvent[0];
pPosNotify[1].hEventNotify = m_pHEvent[1];

if ( FAILED(lpDSBNotify->SetNotificationPositions(2, pPosNotify)) ) {

  OutputDebugString(_T("Set NotificationPosition Failed!"));
  m_strLastError = _T("MyDirectSound SetFormat Failed!");
  return;
}

当您调用 Play 方法时,将触发一个计时器。 “TimerProcess”函数将每 300 毫秒调用一次。

//Beging Play
m_lpDSB->Play(0, 0, DSBPLAY_LOOPING);

//timeSetEvent
m_timerID = timeSetEvent(300, 100, TimerProcess, 
    (DWORD)this, TIME_PERIODIC | TIME_CALLBACK_FUNCTION);

在“TimerProcess”函数中,当当前播放光标到达第 1 个或第 2 个通知点时,将获取下一秒的音频流数据。

void CALLBACK TimerProcess(UINT uTimerID, UINT uMsg, 
                           DWORD dwUser, DWORD dw1, DWORD dw2)
{
  CMyDirectSound *pDDS = (CMyDirectSound *)dwUser;
  pDDS->TimerCallback();  
}
//<\TimerProcess>

void CMyDirectSound::TimerCallback()
{
  LPVOID lpvAudio1 = NULL, lpvAudio2 = NULL;
  DWORD dwBytesAudio1 = 0, dwBytesAudio2 = 0;
  DWORD dwRetSamples = 0, dwRetBytes = 0;

  HRESULT hr = WaitForMultipleObjects(2, m_pHEvent, FALSE, 0);
  if(WAIT_OBJECT_0 == hr) {

    m_dwCircles1++;

    //Lock DirectSoundBuffer Second Part
    HRESULT hr = m_lpDSB->Lock(m_WFE.nAvgBytesPerSec, m_WFE.nAvgBytesPerSec,
    &lpvAudio1, &dwBytesAudio1,&lpvAudio2, &dwBytesAudio2, 0);
    if ( FAILED(hr) ) {

      m_strLastError = _T("Lock DirectSoundBuffer Failed!");
      OutputDebugString(m_strLastError);
      return;
    }    
  }
  else if (WAIT_OBJECT_0 + 1 == hr) {    

    m_dwCircles2++;

    //Lock DirectSoundBuffer First Part
    HRESULT hr = m_lpDSB->Lock(0, m_WFE.nAvgBytesPerSec, 
    &lpvAudio1, &dwBytesAudio1, &lpvAudio2, &dwBytesAudio2, 0);
    if ( FAILED(hr) ) {

      m_strLastError = _T("Lock DirectSoundBuffer Failed!");
      OutputDebugString(m_strLastError);
      return;
    }    
  }
  else {

    return;
  }

  //Get 1 Second Audio Buffer 
  m_lpGETAUDIOSAMPLES(m_lpAudioBuf, m_WFE.nSamplesPerSec, dwRetSamples, m_lpData);
  dwRetBytes = dwRetSamples*m_WFE.nBlockAlign;
  
  //If near the end of the audio data
  if (dwRetSamples < m_WFE.nSamplesPerSec) {

    DWORD dwRetBytes = dwRetSamples*m_WFE.nBlockAlign;
    memset(m_lpAudioBuf+dwRetBytes, 0, m_WFE.nAvgBytesPerSec - dwRetBytes);        
  }
  
  //Copy AudioBuffer to DirectSoundBuffer
  if (NULL == lpvAudio2) {

    memcpy(lpvAudio1, m_lpAudioBuf, dwBytesAudio1);
  }
  else {

    memcpy(lpvAudio1, m_lpAudioBuf, dwBytesAudio1);
    memcpy(lpvAudio2, m_lpAudioBuf + dwBytesAudio1, dwBytesAudio2);
  }
  
  //Unlock DirectSoundBuffer
  m_lpDSB->Unlock(lpvAudio1, dwBytesAudio1, lpvAudio2, dwBytesAudio2);
}
//<\TimerCallback>

2. 以下回调函数是如何工作的?

//Get Audio Buffer
  m_lpGETAUDIOSAMPLES(m_lpAudioBuf, m_WFE.nSamplesPerSec, dwRetSamples, m_lpData);

您还记得在设置回调函数时做了什么吗?

void CDYDirectSound::SetCallback(LPGETAUDIOSAMPLES_PROGRESS Function_Callback, 
                                 LPVOID lpData)
{
  m_lpGETAUDIOSAMPLES = Function_Callback;
  m_lpData = lpData;
}
//<\SetCallback>

是的,您将 GETAUDIOSAMPLES_PROGRESS 函数的指针传递给 m_lpGETAUDIOSAMPLES

m_pMyDS->SetCallback(GetSamples, this);

并且 GetSamples 定义为:

HRESULT CALLBACK GetSamples(LPBYTE lpDesBuf, 
                            const DWORD dwRequiredSamples, 
                            DWORD &dwRetSamples, 
                            LPVOID lpData)
{
  CDirectSoundTestDlg *pDlg = (CDirectSoundTestDlg *)lpData;
  pDlg->GetAudioSamples(lpDesBuf, dwRequiredSamples, dwRetSamples);
  return 0;
}
//<\GetSamples>

HRESULT CDirectSoundTestDlg::GetAudioSamples(LPBYTE lpDesBuf,
                                             const DWORD dwRequiredSamples,
                                             DWORD &dwRetSamples)
{
  DWORD dwRequiredBytes = 0, dwRetBytes = 0;
  WAVEFORMATEX *pWFE = m_pWavFile->GetFormat();
  dwRequiredBytes = dwRequiredSamples*pWFE->nBlockAlign;
  m_pWavFile->Read(lpDesBuf, dwRequiredBytes, &dwRetBytes);
  dwRetSamples = dwRetBytes/pWFE->nBlockAlign;
  return dwRetBytes;
}
//<\GetAudioSamples>

您可以编写自己的“GetAudioSamples”来获取音频流数据。

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