1.使用 Xact3 工具
在 DXSDK 安装目录 => Uilities => bin => x86 里,运行 Xact3.exe 程序,新建波形库(Wave Bank)、声音库(Sound Bank) 项目,将 clip.wav 或类似的文件复制到 Wave Bank 工作区,再将其拖入 Sound Bank 工作区,选择 Build 菜单,便可生成 XBox 和 Win 目录,里面即为待用的声音文件。
2.添加 XactAudio 类
#pragma once #include <xact3.h> class XACT3Audio { public: XACT3Audio(void); ~XACT3Audio(void); bool InitEngine(); bool LoadWaveBank(LPCWSTR path); bool LoadSoundBank(LPCWSTR path); void* MapFileData(LPCWSTR path, DWORD& size); void Clearup(); IXACT3Engine* XactEngine; IXACT3WaveBank* WaveBank; IXACT3SoundBank* SoundBank; private: void* m_pWaveData; void* m_pSoundData; };
#include <iostream> #include "XACT3Audio.h" XACT3Audio::XACT3Audio(void) : WaveBank(nullptr), SoundBank(nullptr), m_pWaveData(nullptr), m_pSoundData(nullptr) { } XACT3Audio::~XACT3Audio(void) { Clearup(); } bool XACT3Audio::InitEngine() { HRESULT hr = CoInitializeEx(nullptr, COINIT_MULTITHREADED); if (FAILED(hr)) { return false; } hr = XACT3CreateEngine(XACT_FLAG_API_AUDITION_MODE, &XactEngine); if (FAILED(hr)) { return false; } XACT_RUNTIME_PARAMETERS rp = { 0 }; rp.lookAheadTime = XACT_ENGINE_LOOKAHEAD_DEFAULT; hr = XactEngine->Initialize(&rp); if (FAILED(hr)) { return false; } return true; } bool XACT3Audio::LoadWaveBank(LPCWSTR path) { DWORD size = 0; m_pWaveData = MapFileData(path, size); HRESULT hr = XactEngine->CreateInMemoryWaveBank(m_pWaveData, size, 0, 0, &WaveBank); if (FAILED(hr)) { return false; } return true; } bool XACT3Audio::LoadSoundBank(LPCWSTR path) { DWORD size = 0; m_pSoundData = MapFileData(path, size); HRESULT hr = XactEngine->CreateSoundBank(m_pSoundData, size, 0, 0, &SoundBank); if (FAILED(hr)) { return false; } return true; } void* XACT3Audio::MapFileData(LPCWSTR path, DWORD& size) { HANDLE hFile = CreateFileW(path, GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING, 0, nullptr); if (hFile == INVALID_HANDLE_VALUE) { return nullptr; } size = GetFileSize(hFile, nullptr); if (size == -1) { CloseHandle(hFile); return nullptr; } HANDLE hMap = CreateFileMapping(hFile, nullptr, PAGE_READONLY, 0, size, nullptr); if (!hMap) { CloseHandle(hFile); return nullptr; } void* data = MapViewOfFile(hMap, FILE_MAP_READ, 0, 0, 0); CloseHandle(hMap); CloseHandle(hFile); return data; } void XACT3Audio::Clearup() { if (WaveBank) { WaveBank->Destroy(); WaveBank = nullptr; } if (SoundBank) { SoundBank->Destroy(); SoundBank = nullptr; } if (m_pWaveData) { UnmapViewOfFile(m_pWaveData); m_pWaveData = nullptr; } if (m_pSoundData) { UnmapViewOfFile(m_pSoundData); m_pSoundData = nullptr; } if (XactEngine) { XactEngine->ShutDown(); XactEngine->Release(); XactEngine = nullptr; } CoUninitialize(); }
3.使用 XactAudio 类
基本都是程式化的东西,只需在 Cube.cpp 的 LoadContent() 最后添加如下代码即可:
if (!m_audio.InitEngine()) { return false; } if (!m_audio.LoadWaveBank(L"Win/Wave Bank.xwb")) { return false; } if (!m_audio.LoadSoundBank(L"Win/Sound Bank.xsb")) { return false; } XACTINDEX cue = m_audio.SoundBank->GetCueIndex("clip"); m_audio.SoundBank->Play(cue, 0, 0, nullptr);
完整代码可到我的博客 x01.Lab.Download 中下载获取。