Leaked source code of windows server 2003
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118 lines
5.7 KiB

/**MOD+**********************************************************************/ /**MOD+**********************************************************************/
/* Module: aspapi.c */
/* */
/* Purpose: Sound Player API functions */
/* */
/* Copyright(C) Microsoft Corporation 1997 */
/* */
/****************************************************************************/
#include <adcg.h>
extern "C" {
#define TRC_GROUP TRC_GROUP_CORE
#define TRC_FILE "aspapi"
#include <atrcapi.h>
}
#include "sp.h"
CSP::CSP(CObjs* objs)
{
_pClientObjects = objs;
}
CSP::~CSP()
{
}
/**PROC+*********************************************************************/
/* Name: SP_Init */
/* */
/* Purpose: Sound Player initialization function */
/* */
/* Returns: Nothing. */
/* */
/* Params: None */
/* */
/**PROC-*********************************************************************/
DCVOID DCAPI CSP::SP_Init(DCVOID)
{
DC_BEGIN_FN("SP_Init");
TRC_NRM((TB, _T("SP Initialized")));
DC_EXIT_POINT:
DC_END_FN();
return;
}
/**PROC+*********************************************************************/
/* Name: SP_Term */
/* */
/* Purpose: Sound Player termination function */
/* */
/* Returns: Nothing */
/* */
/* Params: None */
/* */
/**PROC-*********************************************************************/
DCVOID DCAPI CSP::SP_Term(DCVOID)
{
DC_BEGIN_FN("SP_Term");
TRC_NRM((TB, _T("SP terminated")));
DC_END_FN();
return;
}
/**PROC+*********************************************************************/
/* Name: SP_OnPlaySoundPDU */
/* */
/* Purpose: Handles the arrival of a PlaySound PDU */
/* */
/* Returns: Nothing */
/* */
/* Params: IN pPlaySoundPDU: pointer to a PlaySound PDU */
/* */
/**PROC-*********************************************************************/
HRESULT DCAPI CSP::SP_OnPlaySoundPDU(PTS_PLAY_SOUND_PDU_DATA pPlaySoundPDU,
DCUINT dataLen)
{
DC_BEGIN_FN("SP_OnPlaySoundPDU");
DC_IGNORE_PARAMETER(dataLen);
/************************************************************************/
/* Check the sound frequency is within the allowed Windows range. */
/************************************************************************/
if((pPlaySoundPDU->frequency >= 0x25) &&
(pPlaySoundPDU->frequency <= 0x7fff))
{
/************************************************************************/
/* Check the sound is of a sensible duration (less than 1 minute). */
/************************************************************************/
TRC_ASSERT((pPlaySoundPDU->duration < 60000),
(TB, _T("PlaySound PDU duration is %lu ms"),
pPlaySoundPDU->duration));
TRC_NRM((TB, _T("PlaySound PDU frequency %#lx duration %lu"),
pPlaySoundPDU->frequency,
pPlaySoundPDU->duration));
/************************************************************************/
/* Play the sound. This is synchronous for Win32, asynchronous for */
/* Win16. */
/************************************************************************/
SPPlaySound(pPlaySoundPDU->frequency, pPlaySoundPDU->duration);
}
else
{
TRC_ERR((TB, _T("PlaySound PDU frequency %#lx out of range"),
pPlaySoundPDU->frequency));
}
DC_END_FN();
return S_OK;
}