DirectSound對於單聲道的Wav文件(或者說對於單聲道的PCM音頻數據)提供了內置3D音效的模擬,你可以控制每個聲源和收聽者的立體位置,對移動的物體應用多普勒效果等等。在單個應用程序中,能夠有多個聲源,可是隻能有一個收聽者。git
IDirectSound3DBuffer8::GetMaxDistance(D3DVALUE * pflMaxDistance);
IDirectSound3DBuffer8::GetMinDistance(D3DVALUE * pflMinDistance);
IDirectSound3DBuffer8::SetMaxDistance(D3DVALUE flMaxDistance, DWORD dwApply);
IDirectSound3DBuffer8::SetMinDistance(D3DVALUE flMinDistance, DWORD dwApply);github
dwApply參數用來指定是當即生效仍是延遲生效(須要調用CommitDeferredSettings函數)。windows
由於投射角度中外角確定要比內角大,爲了保證這一點咱們須要作些額外的判斷處理:ide
void MainWindow::on_coneAnglesInside_valueChanged(int value) { DWORD insideAngle, outsideAngle; if (m_wavPlayer.get3DSource()->GetConeAngles(&insideAngle, &outsideAngle) != DS_OK) throw std::exception("GetConeAngles error"); if (static_cast<unsigned>(value) > outsideAngle) ui->coneAnglesOutside->setValue(value), outsideAngle = value; if (m_wavPlayer.get3DSource()->SetConeAngles(value, outsideAngle, DS3D_IMMEDIATE) != DS_OK) throw std::exception("SetConeAngles error"); ui->coneAnglesInsideLabel->setText(QString("coneAnglesInside(%1)").arg(value)); }
這裏也有一個特殊狀況要處理:朝向的3個維度不能都爲0,不然就是一個無效的方向:函數
#define SET_ONE_VECTOR_WITH_ZERO_CHECK_OF_SOURCE(getFunc, setFunc, sliderName, valueX, valueY, valueZ) \ D3DVECTOR vector; \ if (m_wavPlayer.get3DSource()->getFunc(&vector) != DS_OK) \ throw std::exception(#getFunc " error"); \ \ if (!(valueX == 0.0 && valueY == 0.0 && valueZ == 0.0)) \ if (m_wavPlayer.get3DSource()->setFunc(valueX, valueY, valueZ, DS3D_IMMEDIATE) != DS_OK) \ throw std::exception(#setFunc " error"); \ \ ui->sliderName##Label->setText(QString(#sliderName "(%1)").arg(value)); void MainWindow::on_coneOrientationX_valueChanged(int value) { SET_ONE_VECTOR_WITH_ZERO_CHECK_OF_SOURCE(GetConeOrientation, SetConeOrientation, coneOrientationX, value, vector.y, vector.z); }
其餘相關設置這裏就不給出代碼了,都比較簡單,有須要的能夠看官方文檔。ui
界面太大,我就分紅3張圖展現了:code
完整代碼見連接。blog