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最简单的视音频播放示例系列文章列表:
最简单的视音频播放示例1:总述
最简单的视音频播放示例2:GDI播放YUV, RGB
最简单的视音频播放示例3:Direct3D播放YUV,RGB(通过Surface)
最简单的视音频播放示例4:Direct3D播放RGB(通过Texture)
最简单的视音频播放示例5:OpenGL播放RGB/YUV
最简单的视音频播放示例6:OpenGL播放YUV420P(通过Texture,使用Shader)
最简单的视音频播放示例7:SDL2播放RGB/YUV
最简单的视音频播放示例8:DirectSound播放PCM
最简单的视音频播放示例9:SDL2播放PCM
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本文记录DirectSound播放音频的技术。DirectSound是Windows下最常见的音频播放技术。目前大部分的音频播放应用都是通过DirectSound来播放的。本文记录一个使用DirectSound播放PCM的例子。
注:一位仁兄已经提醒我DirectSound已经计划被XAudio2取代了。后来考证了一下发现确有此事。因此在下次更新中考虑加入XAudio2播放PCM的例子。本文仍然记录一下DirectSound这位“元老”。对象 |
数量 |
作用 |
主要接口 |
设备 |
每个应用程序只有一个设备对象 |
用来管理设备,创建辅助缓冲区 |
IDirectSound8 |
辅助缓冲区 |
每一个声音对应一个辅助缓冲区 |
用来管理一个静态的或者动态的声音流,然后在主缓冲区中混音 |
IDirectSoundBuffer8, IDirectSound3DBuffer8, IDirectSoundNotify8 |
主缓冲区 |
一个应用程序只有一个主缓冲区 |
将辅助缓冲区的数据进行混音,并且控制3D参数. |
IDirectSoundBuffer, IDirectSound3DListener8 |
使用DirectSound播放音频一般情况下需要如下步骤:
1. 初始化1) 创建一个IDirectSound8接口的对象2. 循环播放声音
2) 设置协作级
3) 创建一个主缓冲对象
4) 创建一个副缓冲对象
5) 创建通知对象
6) 设置通知位置
7) 开始播放
1) 数据填充至副缓冲区下面结合详细分析一下上文的流程。
2) 等待播放完成
HRESULT DirectSoundCreate8( LPCGUID lpcGuidDevice, LPDIRECTSOUND8 * ppDS8, LPUNKNOWN pUnkOuter )
IDirectSound8 *m_pDS=NULL; DirectSoundCreate8(NULL,&m_pDS,NULL);
HRESULT SetCooperativeLevel( HWND hwnd, DWORD dwLevel )
HRESULT CreateSoundBuffer( LPCDSBUFFERDESC pcDSBufferDesc, LPDIRECTSOUNDBUFFER * ppDSBuffer, LPUNKNOWN pUnkOuter )
typedef struct _DSBUFFERDESC { DWORD dwSize; DWORD dwFlags; DWORD dwBufferBytes; DWORD dwReserved; LPWAVEFORMATEX lpwfxFormat; } DSBUFFERDESC
DSBUFFERDESC dsbd; memset(&dsbd,0,sizeof(dsbd)); dsbd.dwSize=sizeof(dsbd); dsbd.dwFlags=DSBCAPS_GLOBALFOCUS | DSBCAPS_CTRLPOSITIONNOTIFY |DSBCAPS_GETCURRENTPOSITION2; dsbd.dwBufferBytes=MAX_AUDIO_BUF*BUFFERNOTIFYSIZE; //WAVE Header dsbd.lpwfxFormat=(WAVEFORMATEX*)malloc(sizeof(WAVEFORMATEX)); dsbd.lpwfxFormat->wFormatTag=WAVE_FORMAT_PCM; /* format type */ (dsbd.lpwfxFormat)->nChannels=channels; /* number of channels (i.e. mono, stereo...) */ (dsbd.lpwfxFormat)->nSamplesPerSec=sample_rate; /* sample rate */ (dsbd.lpwfxFormat)->nAvgBytesPerSec=sample_rate*(bits_per_sample/8)*channels; /* for buffer estimation */ (dsbd.lpwfxFormat)->nBlockAlign=(bits_per_sample/8)*channels; /* block size of data */ (dsbd.lpwfxFormat)->wBitsPerSample=bits_per_sample; /* number of bits per sample of mono data */ (dsbd.lpwfxFormat)->cbSize=0; //Creates a sound buffer object to manage audio samples. HRESULT hr1; if( FAILED(m_pDS->CreateSoundBuffer(&dsbd,&m_pDSBuffer,NULL))){ return FALSE; }
IDirectSoundBuffer *m_pDSBuffer=NULL; IDirectSoundBuffer8 *m_pDSBuffer8=NULL; ... if( FAILED(m_pDSBuffer->QueryInterface(IID_IDirectSoundBuffer8,(LPVOID*)&m_pDSBuffer8))){ return FALSE ; }
IDirectSoundBuffer8 *m_pDSBuffer8=NULL; IDirectSoundNotify8 *m_pDSNotify=NULL; … if(FAILED(m_pDSBuffer8->QueryInterface(IID_IDirectSoundNotify,(LPVOID*)&m_pDSNotify))){ return FALSE ; }
HRESULT SetNotificationPositions( DWORD dwPositionNotifies, LPCDSBPOSITIONNOTIFY pcPositionNotifies )
typedef struct DSBPOSITIONNOTIFY { DWORD dwOffset; HANDLE hEventNotify; } DSBPOSITIONNOTIFY;
HRESULT SetCurrentPosition( DWORD dwNewPosition )
HRESULT Play( DWORD dwReserved1, DWORD dwPriority, DWORD dwFlags )
HRESULT Lock( DWORD dwOffset, DWORD dwBytes, LPVOID * ppvAudioPtr1, LPDWORD pdwAudioBytes1, LPVOID * ppvAudioPtr2, LPDWORD pdwAudioBytes2, DWORD dwFlags )
HRESULT Unlock( LPVOID pvAudioPtr1, DWORD dwAudioBytes1, LPVOID pvAudioPtr2, DWORD dwAudioBytes2 )
dwAudioBytes2:没有用到。
2) 等待播放完成
根据此前设置的通知机制,使用WaitForMultipleObjects()等待缓冲区中的数据播放完毕,然后进入下一个循环。DirectSound播放PCM音频数据的流程如下图所示。
贴上源代码。
/** * 最简单的DirectSound播放音频的例子(DirectSound播放PCM) * Simplest Audio Play DirectSound (DirectSound play PCM) * * 雷霄骅 Lei Xiaohua * [email protected] * 中国传媒大学/数字电视技术 * Communication University of China / Digital TV Technology * http://blog.csdn.net/leixiaohua1020 * * 本程序使用DirectSound播放PCM音频采样数据。 * 是最简单的DirectSound播放音频的教程。 * * 函数调用步骤如下: * * [初始化] * DirectSoundCreate8(): 创建一个DirectSound对象。 * SetCooperativeLevel(): 设置协作权限,不然没有声音。 * IDirectSound8->CreateSoundBuffer(): 创建一个主缓冲区对象。 * IDirectSoundBuffer->QueryInterface(IID_IDirectSoundBuffer8..): * 创建一个副缓冲区对象,用来存储要播放的声音数据文件。 * IDirectSoundBuffer8->QueryInterface(IID_IDirectSoundNotify..): * 创建通知对象,通知应用程序指定播放位置已经达到。 * IDirectSoundNotify8->SetNotificationPositions(): 设置通知位置。 * IDirectSoundBuffer8->SetCurrentPosition(): 设置播放的起始点。 * IDirectSoundBuffer8->Play(): 开始播放。 * * [循环播放数据] * IDirectSoundBuffer8->Lock(): 锁定副缓冲区,准备写入数据。 * fread(): 读取数据。 * IDirectSoundBuffer8->Unlock(): 解锁副缓冲区。 * WaitForMultipleObjects(): 等待“播放位置已经达到”的通知。 * * This software plays PCM raw audio data using DirectSound. * It's the simplest tutorial about DirectSound. * * The process is shown as follows: * * [Init] * DirectSoundCreate8(): Init DirectSound object. * SetCooperativeLevel(): Must set, or we won't hear sound. * IDirectSound8->CreateSoundBuffer(): Create primary sound buffer. * IDirectSoundBuffer->QueryInterface(IID_IDirectSoundBuffer8..): * Create secondary sound buffer. * IDirectSoundBuffer8->QueryInterface(IID_IDirectSoundNotify..): * Create Notification object. * IDirectSoundNotify8->SetNotificationPositions(): * Set Notification Positions. * IDirectSoundBuffer8->SetCurrentPosition(): Set position to start. * IDirectSoundBuffer8->Play(): Begin to play. * * [Loop to play data] * IDirectSoundBuffer8->Lock(): Lock secondary buffer. * fread(): get PCM data. * IDirectSoundBuffer8->Unlock(): UnLock secondary buffer. * WaitForMultipleObjects(): Wait for Notifications. */ #include <stdio.h> #include <stdlib.h> #include <windows.h> #include <dsound.h> #define MAX_AUDIO_BUF 4 #define BUFFERNOTIFYSIZE 192000 int sample_rate=44100; //PCM sample rate int channels=2; //PCM channel number int bits_per_sample=16; //bits per sample BOOL main(int argc,char * argv[]) { int i; FILE * fp; if((fp=fopen("../NocturneNo2inEflat_44.1k_s16le.pcm","rb"))==NULL){ printf("cannot open this file\n"); return -1; } IDirectSound8 *m_pDS=NULL; IDirectSoundBuffer8 *m_pDSBuffer8=NULL; //used to manage sound buffers. IDirectSoundBuffer *m_pDSBuffer=NULL; IDirectSoundNotify8 *m_pDSNotify=NULL; DSBPOSITIONNOTIFY m_pDSPosNotify[MAX_AUDIO_BUF]; HANDLE m_event[MAX_AUDIO_BUF]; SetConsoleTitle(TEXT("Simplest Audio Play DirectSound"));//Console Title //Init DirectSound if(FAILED(DirectSoundCreate8(NULL,&m_pDS,NULL))) return FALSE; if(FAILED(m_pDS->SetCooperativeLevel(FindWindow(NULL,TEXT("Simplest Audio Play DirectSound")),DSSCL_NORMAL))) return FALSE; DSBUFFERDESC dsbd; memset(&dsbd,0,sizeof(dsbd)); dsbd.dwSize=sizeof(dsbd); dsbd.dwFlags=DSBCAPS_GLOBALFOCUS | DSBCAPS_CTRLPOSITIONNOTIFY |DSBCAPS_GETCURRENTPOSITION2; dsbd.dwBufferBytes=MAX_AUDIO_BUF*BUFFERNOTIFYSIZE; //WAVE Header dsbd.lpwfxFormat=(WAVEFORMATEX*)malloc(sizeof(WAVEFORMATEX)); dsbd.lpwfxFormat->wFormatTag=WAVE_FORMAT_PCM; /* format type */ (dsbd.lpwfxFormat)->nChannels=channels; /* number of channels (i.e. mono, stereo...) */ (dsbd.lpwfxFormat)->nSamplesPerSec=sample_rate; /* sample rate */ (dsbd.lpwfxFormat)->nAvgBytesPerSec=sample_rate*(bits_per_sample/8)*channels; /* for buffer estimation */ (dsbd.lpwfxFormat)->nBlockAlign=(bits_per_sample/8)*channels; /* block size of data */ (dsbd.lpwfxFormat)->wBitsPerSample=bits_per_sample; /* number of bits per sample of mono data */ (dsbd.lpwfxFormat)->cbSize=0; //Creates a sound buffer object to manage audio samples. HRESULT hr1; if( FAILED(m_pDS->CreateSoundBuffer(&dsbd,&m_pDSBuffer,NULL))){ return FALSE; } if( FAILED(m_pDSBuffer->QueryInterface(IID_IDirectSoundBuffer8,(LPVOID*)&m_pDSBuffer8))){ return FALSE ; } //Get IDirectSoundNotify8 if(FAILED(m_pDSBuffer8->QueryInterface(IID_IDirectSoundNotify,(LPVOID*)&m_pDSNotify))){ return FALSE ; } for(i =0;i<MAX_AUDIO_BUF;i++){ m_pDSPosNotify[i].dwOffset =i*BUFFERNOTIFYSIZE; m_event[i]=::CreateEvent(NULL,false,false,NULL); m_pDSPosNotify[i].hEventNotify=m_event[i]; } m_pDSNotify->SetNotificationPositions(MAX_AUDIO_BUF,m_pDSPosNotify); m_pDSNotify->Release(); //Start Playing BOOL isPlaying =TRUE; LPVOID buf=NULL; DWORD buf_len=0; DWORD res=WAIT_OBJECT_0; DWORD offset=BUFFERNOTIFYSIZE; m_pDSBuffer8->SetCurrentPosition(0); m_pDSBuffer8->Play(0,0,DSBPLAY_LOOPING); //Loop while(isPlaying){ if((res >=WAIT_OBJECT_0)&&(res <=WAIT_OBJECT_0+3)){ m_pDSBuffer8->Lock(offset,BUFFERNOTIFYSIZE,&buf,&buf_len,NULL,NULL,0); if(fread(buf,1,buf_len,fp)!=buf_len){ //File End //Loop: fseek(fp, 0, SEEK_SET); fread(buf,1,buf_len,fp); //Close: //isPlaying=0; } m_pDSBuffer8->Unlock(buf,buf_len,NULL,0); offset+=buf_len; offset %= (BUFFERNOTIFYSIZE * MAX_AUDIO_BUF); printf("this is %7d of buffer\n",offset); } res = WaitForMultipleObjects (MAX_AUDIO_BUF, m_event, FALSE, INFINITE); } return 0; }
代码运行之后,会弹出一个“控制台”对话框如下图所示。同时音频设备里面可以听到播放的声音。
代码位于“Simplest Media Play”中
SourceForge项目地址:https://sourceforge.net/projects/simplestmediaplay/
CSDN下载地址:http://download.csdn.net/detail/leixiaohua1020/8054395
注:
该项目会不定时的更新并修复一些小问题,最新的版本请参考该系列文章的总述页面:
《最简单的视音频播放示例1:总述》