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MICROSOFT FOUNDATION CLASS LIBRARY : SoundStudio Project Overview
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The application wizard has created this SoundStudio application for
you. This application not only demonstrates the basics of using the Microsoft
Foundation Classes but is also a starting point for writing your application.
This file contains a summary of what you will find in each of the files that
make up your SoundStudio application.
SoundStudio.vcproj
This is the main project file for VC++ projects generated using an application wizard.
It contains information about the version of Visual C++ that generated the file, and
information about the platforms, configurations, and project features selected with the
application wizard.
SoundStudio.h
This is the main header file for the application. It includes other
project specific headers (including Resource.h) and declares the
CSoundStudioApp application class.
SoundStudio.cpp
This is the main application source file that contains the application
class CSoundStudioApp.
SoundStudio.rc
This is a listing of all of the Microsoft Windows resources that the
program uses. It includes the icons, bitmaps, and cursors that are stored
in the RES subdirectory. This file can be directly edited in Microsoft
Visual C++. Your project resources are in 1033.
res\SoundStudio.ico
This is an icon file, which is used as the application's icon. This
icon is included by the main resource file SoundStudio.rc.
res\SoundStudio.rc2
This file contains resources that are not edited by Microsoft
Visual C++. You should place all resources not editable by
the resource editor in this file.
/////////////////////////////////////////////////////////////////////////////
The application wizard creates one dialog class:
SoundStudioDlg.h, SoundStudioDlg.cpp - the dialog
These files contain your CSoundStudioDlg class. This class defines
the behavior of your application's main dialog. The dialog's template is
in SoundStudio.rc, which can be edited in Microsoft Visual C++.
/////////////////////////////////////////////////////////////////////////////
Other Features:
ActiveX Controls
The application includes support to use ActiveX controls.
/////////////////////////////////////////////////////////////////////////////
Other standard files:
StdAfx.h, StdAfx.cpp
These files are used to build a precompiled header (PCH) file
named SoundStudio.pch and a precompiled types file named StdAfx.obj.
Resource.h
This is the standard header file, which defines new resource IDs.
Microsoft Visual C++ reads and updates this file.
SoundStudio.manifest
Application manifest files are used by Windows XP to describe an applications
dependency on specific versions of Side-by-Side assemblies. The loader uses this
information to load the appropriate assembly from the assembly cache or private
from the application. The Application manifest maybe included for redistribution
as an external .manifest file that is installed in the same folder as the application
executable or it may be included in the executable in the form of a resource.
/////////////////////////////////////////////////////////////////////////////
Other notes:
The application wizard uses "TODO:" to indicate parts of the source code you
should add to or customize.
If your application uses MFC in a shared DLL, you will need
to redistribute the MFC DLLs. If your application is in a language
other than the operating system's locale, you will also have to
redistribute the corresponding localized resources MFC80XXX.DLL.
For more information on both of these topics, please see the section on
redistributing Visual C++ applications in MSDN documentation.
/////////////////////////////////////////////////////////////////////////////
const LONGLONG MILLISECONDS = (1000); // 10 ^ 3
const LONGLONG NANOSECONDS = (1000000000); // 10 ^ 9
const LONGLONG UNITS = (NANOSECONDS / 100); // 10 ^ 7
inline LONGLONG WINAPI ConvertToMilliseconds(const REFERENCE_TIME& RT)
{
/* This converts an arbitrary value representing a reference time
into a MILLISECONDS value for use in subsequent system calls */
return (RT / (UNITS / MILLISECONDS));
}
WaveBuffer waveBuffer[2];
WaveOutDevice waveOutput;
MMAudioStream mmAudio;
MultimediaStream mmStream;
HRESULT hr;
hr = mmStream.Initialize(STREAMTYPE_READ, AMMSF_NOGRAPHTHREAD, NULL);
if ( SUCCEEDED(hr) )
{
CComPtr<IMediaStream> pAudioStream;
hr = mmStream.AddMediaStream(NULL, &MSPID_PrimaryAudio, 0, &pAudioStream);
hr = mmStream.OpenFile( _T(".\\Monster.mp3"), AMMSF_RUN);
if ( SUCCEEDED(hr) )
{
waveBuffer[0].Allocate(4096);
waveBuffer[1].Allocate(4096);
hr = mmAudio.SetMediaStream(pAudioStream);
WaveFormat wfmt = mmAudio.GetWaveFormat();
hr = waveOutput.Open(WAVE_MAPPER, wfmt);
if ( SUCCEEDED(hr) )
{
DWORD dwBytes;
REFERENCE_TIME tStart, tEnd, tCurrent;
int index = 0;
do {
WaveBuffer& curBuffer = waveBuffer[index%2];
dwBytes = curBuffer.GetBufferLength();
hr = mmAudio.GetSampleData(reinterpret_cast<LPBYTE>(curBuffer.GetBuffer()), dwBytes);
if ( SUCCEEDED(hr) )
{
mmAudio.GetSampleTimes(&tStart, &tEnd, &tCurrent);
ATLTRACE(_T("tStart:%d tEnd:%d - Current:%d (%d bytes)\n"), (ULONG)ConvertToMilliseconds(tStart),
(ULONG)ConvertToMilliseconds(tEnd),
(ULONG)ConvertToMilliseconds(tCurrent),
dwBytes);
HRESULT whr;
if ( index >= 2 )
{
whr = waveOutput.UnprepareBuffer( curBuffer );
}
whr = waveOutput.PrepareBuffer( curBuffer );
whr = waveOutput.AddBuffer( curBuffer );
if ( index == 0 ) {
whr = waveOutput.Start();
}
Sleep( (DWORD)ConvertToMilliseconds(tEnd-tStart) );
}
++index;
} while( hr == S_OK );
Sleep(1000);
waveOutput.Stop();
}
}
}