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323 lines
12 KiB
323 lines
12 KiB
/*
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sound.c
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Level 1 kitchen sink DLL sound driver functions
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Copyright (c) Microsoft Corporation 1990. All rights reserved
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*/
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#include <windows.h>
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#include "mmsystem.h"
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#include "mmddk.h"
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#include "mmsysi.h"
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#include "playwav.h"
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BOOL WINAPI IsTaskLocked(void); // In Kernel
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//
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// place sndPlaySound in the _TEXT segment so the entire wave segment
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// does not come in if no wave devices are loaded.
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//
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#pragma alloc_text(_TEXT, sndPlaySound)
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static SZCODE szNull[] = "";
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static SZCODE szSoundSection[] = "sounds"; // WIN.INI section for sounds
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SZCODE szSystemDefault[] = "SystemDefault"; // Name of the default sound
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#define SOUNDNAMELEN 128
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static HGLOBAL hCurrentSound; // handle to current sound.
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extern LPWAVEHDR lpWavHdr; // current playing sound PLAYWAV.C
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/****************************************************************************/
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static void PASCAL NEAR GetSoundName(
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LPCSTR lszSoundName,
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LPSTR lszBuffer)
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{
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OFSTRUCT of;
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int i;
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//
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// if the sound is defined in the [sounds] section of WIN.INI
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// get it and remove the description, otherwise assume it is a
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// file and qualify it.
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//
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GetProfileString(szSoundSection, lszSoundName, lszSoundName, lszBuffer, SOUNDNAMELEN);
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// remove any trailing text first
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for (i = 0; lszBuffer[i] && (lszBuffer[i] != ' ') && (lszBuffer[i] != '\t') && (lszBuffer[i] != ','); i++)
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;
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lszBuffer[i] = (char)0;
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if (OpenFile(lszBuffer, &of, OF_EXIST | OF_READ | OF_SHARE_DENY_NONE) != HFILE_ERROR)
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OemToAnsi(of.szPathName, lszBuffer);
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}
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/*****************************************************************************
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* @doc EXTERNAL
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*
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* @api BOOL | sndPlaySound | This function plays a waveform
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* sound specified by a filename or by an entry in the [sounds] section
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* of WIN.INI. If the sound can't be found, it plays the
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* default sound specified by the SystemDefault entry in the
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* [sounds] section of WIN.INI. If there is no SystemDefault
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* entry or if the default sound can't be found, the function
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* makes no sound and returns FALSE.
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*
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* @parm LPCSTR | lpszSoundName | Specifies the name of the sound to play.
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* The function searches the [sounds] section of WIN.INI for an entry
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* with this name and plays the associated waveform file.
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* If no entry by this name exists, then it assumes the name is
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* the name of a waveform file. If this parameter is NULL, any
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* currently playing sound is stopped.
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*
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* @parm UINT | wFlags | Specifies options for playing the sound using one
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* or more of the following flags:
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*
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* @flag SND_SYNC | The sound is played synchronously and the
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* function does not return until the sound ends.
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* @flag SND_ASYNC | The sound is played asynchronously and the
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* function returns immediately after beginning the sound. To terminate
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* an asynchronously-played sound, call <f sndPlaySound> with
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* <p lpszSoundName> set to NULL.
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* @flag SND_NODEFAULT | If the sound can't be found, the function
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* returns silently without playing the default sound.
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* @flag SND_MEMORY | The parameter specified by <p lpszSoundName>
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* points to an in-memory image of a waveform sound.
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* @flag SND_LOOP | The sound will continue to play repeatedly
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* until <f sndPlaySound> is called again with the
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* <p lpszSoundName> parameter set to NULL. You must also specify the
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* SND_ASYNC flag to loop sounds.
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* @flag SND_NOSTOP | If a sound is currently playing, the
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* function will immediately return FALSE without playing the requested
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* sound.
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*
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* @rdesc Returns TRUE if the sound is played, otherwise
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* returns FALSE.
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*
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* @comm The sound must fit in available physical memory and be playable
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* by an installed waveform audio device driver. The directories
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* searched for sound files are, in order: the current directory;
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* the Windows directory; the Windows system directory; the directories
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* listed in the PATH environment variable; the list of directories
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* mapped in a network. See the Windows <f OpenFile> function for
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* more information about the directory search order.
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*
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* If you specify the SND_MEMORY flag, <p lpszSoundName> must point
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* to an in-memory image of a waveform sound. If the sound is stored
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* as a resource, use <f LoadResource> and <f LockResource> to load
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* and lock the resource and get a pointer to it. If the sound is not
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* a resource, you must use <f GlobalAlloc> with the GMEM_MOVEABLE and
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* GMEM_SHARE flags set and then <f GlobalLock> to allocate and lock
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* memory for the sound.
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*
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* @xref MessageBeep
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****************************************************************************/
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BOOL WINAPI sndPlaySound(LPCSTR szSoundName, UINT wFlags)
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{
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//
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// !!! quick exit for no wave devices !!!
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//
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static UINT wTotalWaveOutDevs = (UINT)-1;
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if (wTotalWaveOutDevs == -1 ) {
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wTotalWaveOutDevs = waveOutGetNumDevs();
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}
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if (wTotalWaveOutDevs)
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return sndPlaySoundI(szSoundName, wFlags);
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else
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return FALSE;
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}
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/****************************************************************************/
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/*
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@doc INTERNAL
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@func BOOL | sndPlaySoundI | Internal version of <f>sndPlaySound<d> which
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resides in the WAVE segment instead.
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If the SND_NOSTOP flag is specifed and a wave file is currently
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playing, or if for some reason no mmsystem window is present, the
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function returns failure immediately. The first condition ensures
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that a current sound is not interrupted if the flag is set. The
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second condition is only in case of some start up error in which
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the notification window was not created, or mmsystem was not
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specified in the [drivers] line, and therefore never loaded.
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Next, if the <p>lszSoundName<d> parameter does not represent a memory
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file, and it is non-NULL, then it must represent a string. Therefore
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the string must be parsed before sending the sound message to the
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mmsystem window. This is because the mmsystem window may reside in a
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a different task than the task which is calling the function, and
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would most likely have a different current directory.
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In this case, the parameter is first checked to determine if it
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actually contains anything. For some reason a zero length string
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was determined to be able to return TRUE from this function, so that
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is checked.
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Next the string is checked against INI entries, then parsed.
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After parsing the sound name, ensure that a task switch only occurs if
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the sound is asyncronous (SND_ASYNC), and a previous sound does not
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need to be discarded.
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If a task switch is needed, first ensure that intertask messages can
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be sent by checking to see that this task is not locked, or that the
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notification window is in the current task.
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@parm LPCSTR | lszSoundName | Specifies the name of the sound to play.
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@parm UINT | wFlags | Specifies options for playing the sound.
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@rdesc Returns TRUE if the function was successful, else FALSE if an error
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occurred.
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*/
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BOOL FAR PASCAL sndPlaySoundI(LPCSTR lszSoundName, UINT wFlags)
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{
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BOOL fPlayReturn;
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PSTR szSoundName;
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V_FLAGS(wFlags, SND_VALID, sndPlaySound, NULL);
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if ((wFlags & SND_LOOP) && !(wFlags & SND_ASYNC)) {
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LogParamError(ERR_BAD_FLAGS, (FARPROC)sndPlaySound, (LPVOID)(DWORD)wFlags);
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return FALSE;
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}
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if (!(wFlags & SND_MEMORY) && lszSoundName)
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V_STRING(lszSoundName, 128, FALSE);
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#ifdef DEBUG
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if (wFlags & SND_MEMORY) {
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DPRINTF1("MMSYSTEM: sndPlaySound(%lx)\r\n", lszSoundName);
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}
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else if (lszSoundName) {
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if (wFlags & SND_ASYNC) {
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if (wFlags & SND_LOOP) {
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DPRINTF1("MMSYSTEM: sndPlaySound(%ls, SND_ASYNC|SND_LOOP)\r\n", lszSoundName);
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}
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else {
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DPRINTF1("MMSYSTEM: sndPlaySound(%ls, SND_ASYNC)\r\n", lszSoundName);
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}
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}
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else
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DPRINTF1("MMSYSTEM: sndPlaySound(%ls, SND_SYNC)\r\n", lszSoundName);
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}
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else
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DOUT("MMSYSTEM: sndPlaySound(NULL)\r\n");
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#endif //ifdef DEBUG
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if (((wFlags & SND_NOSTOP) && lpWavHdr) || !hwndNotify)
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return FALSE;
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if (!(wFlags & SND_MEMORY) && lszSoundName) {
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if (!*lszSoundName)
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return TRUE;
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if (!(szSoundName = (PSTR)LocalAlloc(LMEM_FIXED, SOUNDNAMELEN)))
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return FALSE;
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GetSoundName(lszSoundName, szSoundName);
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lszSoundName = (LPCSTR)szSoundName;
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} else
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szSoundName = NULL;
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if (!(wFlags & SND_ASYNC) && !lpWavHdr)
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fPlayReturn = sndMessage((LPSTR)lszSoundName, wFlags);
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else {
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if (!IsTaskLocked() || (GetWindowTask(hwndNotify) == GetCurrentTask())) {
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fPlayReturn = (BOOL)(LONG)SendMessage(hwndNotify, MM_SND_PLAY, (WPARAM)wFlags, (LPARAM)lszSoundName);
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} else
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fPlayReturn = FALSE;
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}
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if (szSoundName)
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LocalFree((HLOCAL)szSoundName);
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return fPlayReturn;
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}
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/****************************************************************************/
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static BOOL PASCAL NEAR SetCurrentSound(
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LPCSTR lszSoundName)
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{
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HGLOBAL hSound;
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BOOL f;
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LPSTR lp;
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if (hCurrentSound && (lp = GlobalLock(hCurrentSound))) {
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f = lstrcmpi(lszSoundName, lp + sizeof(WAVEHDR)) == 0;
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GlobalUnlock(hCurrentSound);
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if (f)
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return TRUE;
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}
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DPRINTF(("MMSYSTEM: soundLoadFile(%ls)\r\n",lszSoundName));
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if (hSound = soundLoadFile(lszSoundName)) {
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soundFree(hCurrentSound);
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hCurrentSound = hSound;
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return TRUE;
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}
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return FALSE;
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}
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/****************************************************************************/
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/*
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@doc INTERNAL
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@func BOOL | sndMessage | This function is called in response to an
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MM_SND_PLAY message sent to the mmsystem window, and attempts to
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play the specified file, or dump current sound caching.
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If <p>lszSoundName<d> is NULL, any currently cached sound is
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discarded, and the function returns success.
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If the SND_MEMORY flag is set, then <p>lszSoundName<d> actually
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points to a buffer containing a RIFF format WAVE memory file, and
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the function attempts to play it. The load function performs
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validation on this memory file. Unlike playing sound names,
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memory files are not cached for future use.
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Otherwise the <p>lszSoundName<d> parameter is actually an INI entry
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or file name. The function initially attempts to load that sound,
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and if it fails, attempts to load the system default sound. Note of
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course that the SND_NODEFAULT flag is first checked to determine if
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the default sound is to be played when the original name cannot be
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located. If no default is wanted, or the default cannot be located,
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the function returns failure. Note that in calling <f>GetSoundName<d>,
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the <p>lszSoundName<d> parameter is modified. This function assumes
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that the parameter passed has been previously allocated if a string is
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passed to this function, and is not the actual user's parameter passed
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to <f>sndPlaySound<d>.
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@parm LPSTR | lszSoundName | Specifies the name of the sound to play.
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@parm UINT | wFlags | Specifies options for playing the sound.
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@rdesc Returns TRUE if the function was successful, else FALSE if an error
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occurred.
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*/
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BOOL FAR PASCAL sndMessage(LPSTR lszSoundName, UINT wFlags)
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{
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if (!lszSoundName) {
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soundFree(hCurrentSound);
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hCurrentSound = NULL;
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return TRUE;
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}
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if (wFlags & SND_MEMORY) {
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soundFree(hCurrentSound);
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hCurrentSound = soundLoadMemory(lszSoundName);
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} else if (!SetCurrentSound(lszSoundName)) {
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if (wFlags & SND_NODEFAULT)
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return FALSE;
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GetSoundName(szSystemDefault, lszSoundName);
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if (!SetCurrentSound(lszSoundName))
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return FALSE;
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}
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return soundPlay(hCurrentSound, wFlags);
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}
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