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使用 XAudio2 c++ 播放音频

[英]Playing audio with XAudio2 c++

在过去的几天里,我在 c++ 中制作音频播放器。 我遵循了 msdn 上的教程,如何使用 XAudio2 播放音频。 我设法编写了正确的代码,但是关于 msds 的教程确实令人困惑和糟糕。 所以我想在这里发布我的代码,这样对每个面临同样问题的人来说都会容易得多。

#include <xaudio2.h>
#include <iostream>
using namespace std;

#ifdef _XBOX 
#define fourccRIFF 'RIFF'
#define fourccDATA 'data'
#define fourccFMT 'fmt '
#define fourccWAVE 'WAVE'
#define fourccXWMA 'XWMA'
#define fourccDPDS 'dpds'
#endif

#ifndef _XBOX
#define fourccRIFF 'FFIR'
#define fourccDATA 'atad'
#define fourccFMT ' tmf'
#define fourccWAVE 'EVAW'
#define fourccXWMA 'AMWX'
#define fourccDPDS 'sdpd'
#endif

HRESULT FindChunk(HANDLE hFile, DWORD fourcc, DWORD& dwChunkSize, DWORD& dwChunkDataPosition)
{
    HRESULT hr = S_OK;
    if (INVALID_SET_FILE_POINTER == SetFilePointer(hFile, 0, NULL, FILE_BEGIN))
        return HRESULT_FROM_WIN32(GetLastError());
    DWORD dwChunkType;
    DWORD dwChunkDataSize;
    DWORD dwRIFFDataSize = 0;
    DWORD dwFileType;
    DWORD bytesRead = 0;
    DWORD dwOffset = 0;
    while (hr == S_OK)
    {
        DWORD dwRead;
        if (0 == ReadFile(hFile, &dwChunkType, sizeof(DWORD), &dwRead, NULL))
            hr = HRESULT_FROM_WIN32(GetLastError());
        if (0 == ReadFile(hFile, &dwChunkDataSize, sizeof(DWORD), &dwRead, NULL))
            hr = HRESULT_FROM_WIN32(GetLastError());
        switch (dwChunkType)
        {
        case fourccRIFF:
            dwRIFFDataSize = dwChunkDataSize;
            dwChunkDataSize = 4;
            if (0 == ReadFile(hFile, &dwFileType, sizeof(DWORD), &dwRead, NULL))
                hr = HRESULT_FROM_WIN32(GetLastError());
            break;
        default:
            if (INVALID_SET_FILE_POINTER == SetFilePointer(hFile, dwChunkDataSize, NULL, FILE_CURRENT))
                return HRESULT_FROM_WIN32(GetLastError());
        }
        dwOffset += sizeof(DWORD) * 2;
        if (dwChunkType == fourcc)
        {
            dwChunkSize = dwChunkDataSize;
            dwChunkDataPosition = dwOffset;
            return S_OK;
        }
        dwOffset += dwChunkDataSize;
        if (bytesRead >= dwRIFFDataSize) return S_FALSE;
    }
    return S_OK;
}

HRESULT ReadChunkData(HANDLE hFile, void* buffer, DWORD buffersize, DWORD bufferoffset)
{
    HRESULT hr = S_OK;
    if (INVALID_SET_FILE_POINTER == SetFilePointer(hFile, bufferoffset, NULL, FILE_BEGIN))
        return HRESULT_FROM_WIN32(GetLastError());
    DWORD dwRead;
    if (0 == ReadFile(hFile, buffer, buffersize, &dwRead, NULL))
        hr = HRESULT_FROM_WIN32(GetLastError());
    return hr;
}

int main()
{
    HRESULT hr;
    hr = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
    if (FAILED(hr))
        cout << hr;

    IXAudio2* pXAudio2 = nullptr;
    if (FAILED(hr = XAudio2Create(&pXAudio2, 0, XAUDIO2_DEFAULT_PROCESSOR)))
        cout << hr;

    IXAudio2MasteringVoice* pMasterVoice = nullptr;
    if (FAILED(hr = pXAudio2->CreateMasteringVoice(&pMasterVoice)))
        cout << hr;

    WAVEFORMATEXTENSIBLE wfx = { 0 };
    XAUDIO2_BUFFER buffer = { 0 };

#ifdef _XBOX
    char* strFileName = "s.wav";
#else
    const TCHAR* strFileName = TEXT("s.wav");
#endif
    HANDLE hFile = CreateFile(
        strFileName,
        GENERIC_READ,
        FILE_SHARE_READ,
        NULL,
        OPEN_EXISTING,
        0,
        NULL);

    if (INVALID_HANDLE_VALUE == hFile)
        cout << HRESULT_FROM_WIN32(GetLastError());

    if (INVALID_SET_FILE_POINTER == SetFilePointer(hFile, 0, NULL, FILE_BEGIN))
        cout << HRESULT_FROM_WIN32(GetLastError());

    DWORD dwChunkSize;
    DWORD dwChunkPosition;
    //check the file type, should be fourccWAVE or 'XWMA'
    FindChunk(hFile, fourccRIFF, dwChunkSize, dwChunkPosition);
    DWORD filetype;
    ReadChunkData(hFile, &filetype, sizeof(DWORD), dwChunkPosition);
    if (filetype != fourccWAVE)
        return S_FALSE;

    FindChunk(hFile, fourccFMT, dwChunkSize, dwChunkPosition);
    ReadChunkData(hFile, &wfx, dwChunkSize, dwChunkPosition);

    FindChunk(hFile, fourccDATA, dwChunkSize, dwChunkPosition);
    BYTE* pDataBuffer = new BYTE[dwChunkSize];
    ReadChunkData(hFile, pDataBuffer, dwChunkSize, dwChunkPosition);

    buffer.AudioBytes = dwChunkSize;  //size of the audio buffer in bytes
    buffer.pAudioData = pDataBuffer;  //buffer containing audio data
    buffer.Flags = XAUDIO2_END_OF_STREAM; // tell the source voice not to expect any data after this buffer

    IXAudio2SourceVoice* pSourceVoice;
    if (FAILED(hr = pXAudio2->CreateSourceVoice(&pSourceVoice, (WAVEFORMATEX*)&wfx))) cout << hr;

    if (FAILED(hr = pSourceVoice->SubmitSourceBuffer(&buffer)))
        cout << hr;

    if (FAILED(hr = pSourceVoice->Start(0)))
        cout << hr;

    cout << "playing" << endl;
    cin.get();
}

这就是使用 XAudio2 播放音频的代码。 PS:好像只能播放.wav文件。 如果有人知道如何使用 XAudio2 播放.mp3 文件,我将不胜感激。

XAudio2 专为 PCM 和 ADPCM 数据的实时源速率转换、混合和应用音频效果而设计。 XAudio 2.9 还支持 Microsoft 媒体格式的“xWMA”变体,以及 Xbox 上的硬件辅助格式 XMA2。

要播放其他格式,您需要在 CPU 上将其解压缩并使用 PCM 格式数据将其解压缩为 XAudio2 语音。 有关这方面的示例,请参阅XAudio2MFStream 它使用 Windows Media Foundation 从 WMA 文件执行这种流式传输。 您可以使用一些 3rd 方库来播放 MP3、OGG 或任何做同样基本的事情。

您可能还会发现使用包含在DX11DX12版本中的DirectX Tool Kit for Audio很有用。

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