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Program.cs
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Program.cs
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/*
* Copyright (c) 2007-2009 SharpDX Group
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using System;
using System.Windows.Forms;
using SharpDX;
using SharpDX.DirectSound;
using SharpDX.Multimedia;
namespace PlaySoundCustomXAPO
{
/// <summary>
/// SharpDX DirectSound sample. Plays a generated sound.
/// </summary>
class Program
{
[STAThread]
static void Main(string[] args)
{
DirectSound directSound = new DirectSound();
var form = new Form();
form.Text = "SharpDX - DirectSound Demo";
// Set Cooperative Level to PRIORITY (priority level can call the SetFormat and Compact methods)
//
directSound.SetCooperativeLevel(form.Handle, CooperativeLevel.Priority);
// Create PrimarySoundBuffer
var primaryBufferDesc = new SoundBufferDescription();
primaryBufferDesc.Flags = BufferFlags.PrimaryBuffer;
primaryBufferDesc.AlgorithmFor3D = Guid.Empty;
var primarySoundBuffer = new PrimarySoundBuffer(directSound, primaryBufferDesc);
// Play the PrimarySound Buffer
primarySoundBuffer.Play(0, PlayFlags.Looping);
// Default WaveFormat Stereo 44100 16 bit
WaveFormat waveFormat = new WaveFormat();
// Create SecondarySoundBuffer
var secondaryBufferDesc = new SoundBufferDescription();
secondaryBufferDesc.BufferBytes = waveFormat.ConvertLatencyToByteSize(60000);
secondaryBufferDesc.Format = waveFormat;
secondaryBufferDesc.Flags = BufferFlags.GetCurrentPosition2 | BufferFlags.ControlPositionNotify | BufferFlags.GlobalFocus |
BufferFlags.ControlVolume | BufferFlags.StickyFocus;
secondaryBufferDesc.AlgorithmFor3D = Guid.Empty;
var secondarySoundBuffer = new SecondarySoundBuffer(directSound, secondaryBufferDesc);
// Get Capabilties from secondary sound buffer
var capabilities = secondarySoundBuffer.Capabilities;
// Lock the buffer
DataStream dataPart2;
var dataPart1 =secondarySoundBuffer.Lock(0, capabilities.BufferBytes, LockFlags.EntireBuffer, out dataPart2);
// Fill the buffer with some sound
int numberOfSamples = capabilities.BufferBytes/waveFormat.BlockAlign;
for (int i = 0; i < numberOfSamples; i++)
{
double vibrato = Math.Cos(2 * Math.PI * 10.0 * i /waveFormat.SampleRate);
short value = (short) (Math.Cos(2*Math.PI*(220.0 + 4.0 * vibrato)*i/waveFormat.SampleRate)*16384); // Not too loud
dataPart1.Write(value);
dataPart1.Write(value);
}
// Unlock the buffer
secondarySoundBuffer.Unlock(dataPart1, dataPart2);
// Play the song
secondarySoundBuffer.Play(0, PlayFlags.Looping);
Application.Run(form);
}
}
}