如何让DirectSound支持3D立体声效果

1. 创建DirectSound8对象

CComPtr<IDirectSound8> dsound; HRESULT hres = DirectSoundCreate8(NULL, &dsound, NULL);  

2. 创建含有DSBCAPS_CTRL3D能力的DirectSoundBuffer对象

CComPtr<IDirectSoundBuffer> dsbuffer; DSBUFFERDESC dsbd = {sizeof(dsbd)}; ... // 正确初始化SoundBufferDescrible成员 dsbd.dwFlags |= DSBCAPS_CTRL3D; hres = dsound->CreateSoundBuffer(&dsbd, &dsbuffer, NULL);

3. 从DirectSoundBuffer对象中获取DirectSound3DBuffer对象

CComPtr<IDirectSound3DBuffer> ds3dbuffer; hres = dsbuffer->QueryInterface(IID_IDirectSound3DBuffer, (LPVOID *)&ds3dbuffer);  

4. 从PrimarySoundBuffer对象中获取DirectSound3DListener

CComPtr<IDirectSoundBuffer> primaryBuffer; DSBUFFERDESC dsbd = {sizeof(dsbd)}; dsbd.dwFlags = DSBCAPS_CTRL3D | DSBCAPS_PRIMARYBUFFER; hres = dsound->CreateSoundBuffer(&dsbd, &primaryBuffer, NULL); CComPtr<IDirectSound3DListener> ds3dlistener; hres = primaryBuffer->QueryInterface(IID_IDirectSound3DListener, (LPVOID *)&ds3dlistener);  

5. 在帧循环中设置DirectSound3DBuffer对象

DS3DBUFFER ds3db = {sizeof(ds3db)}; hres = ds3dbuffer->GetAllParameters(&ds3db); ds3db.vPosition = ...; // 设置Position ds3db.vVelocity = ...; // 设置Velocity ds3db.flMinDistance = 5; ds3db.flMaxDistance = 50; ds3db.dwMode = DS3DMODE_NORMAL; hres = ds3dbuffer->SetAllParameters(&ds3db, DS3D_DEFERRED);  

6. 在帧循环中设置DirectSound3DListener对象

DS3DLISTENER ds3dl = {sizeof(ds3dl)}; hres = ds3dlistener->GetAllParameters(&ds3dl); ds3dl.vPosition = ...; // 设置Position ds3dl.vOrientFront = ...; // 设置向前的矢量,注意旋转变换 ds3dl.vOrientTop = ...; // 设置向上的矢量,注意旋转变换 ds3dl.flDistanceFactor = 1.0f; ds3dl.flRolloffFactor = 0.05f; ds3dl.flDopplerFactor = 0; hres = ds3dlistener->SetAllParameters(&ds3dl, DS3D_IMMEDIATE);

7. 在合适的时机更新及播放DirectSoundBuffer,就可以得到效果了

unsigned char * buffer1, * buffer2; DWORD bytes1, bytes2; hres = dsbuffer->Lock(0, 0, (LPVOID *)&buffer1, &bytes1, (LPVOID *)&buffer2, &bytes2, DSBLOCK_ENTIREBUFFER); ... // 更新声音缓存 hres = dsbuffer->Unlock(buffer1, bytes1, buffer2, bytes2); // 找到合适的时机 hres = dsbuffer->Play(0, 0, DSBPLAY_LOOPING);  

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