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XAudio2Play.h
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XAudio2Play.h
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#pragma once
#include <string>
#include <thread>
#include <xaudio2.h>
#pragma comment(lib,"xaudio2.lib")
#include "WAVFileReader.h"
namespace XAudio2MFSample
{
class XAudio2Play
{
public:
void Play(std::wstring path)
{
CoInitializeEx(nullptr, COINIT_MULTITHREADED);
IXAudio2* pXAudio2{ nullptr };
XAudio2Create(&pXAudio2, 0);
#if defined(_DEBUG)
XAUDIO2_DEBUG_CONFIGURATION debug{ 0 };
debug.TraceMask = XAUDIO2_LOG_ERRORS | XAUDIO2_LOG_WARNINGS;
debug.BreakMask = XAUDIO2_LOG_ERRORS;
pXAudio2->SetDebugConfiguration(&debug, 0);
#endif
IXAudio2MasteringVoice* pMasteringVoice{ nullptr };
pXAudio2->CreateMasteringVoice(&pMasteringVoice);
std::unique_ptr<uint8_t[]> waveFile{ nullptr };
DirectX::WAVData waveData{ 0 };
DirectX::LoadWAVAudioFromFileEx(path.c_str(), waveFile, waveData);
IXAudio2SourceVoice* pSourceVoice{ nullptr };
pXAudio2->CreateSourceVoice(&pSourceVoice, waveData.wfx);
XAUDIO2_BUFFER buffer{ 0 };
buffer.pAudioData = waveData.startAudio;
buffer.Flags = XAUDIO2_END_OF_STREAM;
buffer.AudioBytes = waveData.audioBytes;
pSourceVoice->SubmitSourceBuffer(&buffer);
pSourceVoice->Start(0);
auto quit{ true };
std::thread t([&quit]()
{
while (true)
{
auto c{ getchar() };
if (c == 'q')
{
quit = false;
}
}
});
while (true)
{
if (!quit)
{
break;
}
XAUDIO2_VOICE_STATE state{ 0 };
pSourceVoice->GetState(&state);
if (state.BuffersQueued == 0)
{
break;
}
Sleep(10);
}
t.detach();
pSourceVoice->DestroyVoice();
pMasteringVoice->DestroyVoice();
pXAudio2->Release();
CoUninitialize();
}
};
}