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Load and play a .wav file

I vill give you 20 points if you give me a simple sourcecode
with no classes of loading and playing a .wav sound.
I would be grateful if it is well dokumentatet so a IQ-zero brain activity(thats me!) can anderstand.

Here is a samplecode what level i work in (it's not very advanced). Can you make it fit in this program ?

#include <windows.h>
#include "resource.h"


LRESULT CALLBACK WindProc(HWND hw,UINT msg,WPARAM wp,LPARAM lp);
WINAPI WinMain(HINSTANCE denna,HINSTANCE innan,LPSTR cmd,int mode)
{
WNDCLASSEX wc;
wc.hIcon=LoadIcon(0,IDI_APPLICATION);
wc.hIconSm=LoadIcon(0,IDI_APPLICATION);
wc.hCursor=LoadCursor(0,IDC_CROSS);
wc.hbrBackground=(HBRUSH)GetStockObject(LTGRAY_BRUSH);
wc.cbClsExtra=0;
wc.cbWndExtra=0;
wc.cbSize=sizeof(WNDCLASSEX);
wc.lpszMenuName=0;
wc.lpszClassName="kalle_anka";
wc.lpfnWndProc=WindProc;
wc.hInstance=denna;
wc.style=CS_DBLCLKS;

if(!RegisterClassEx(&wc)) return 0;

HWND hw;

hw=CreateWindowEx(
                                                      0,
                                                      "kalle_anka",
                                                      "Titel",
                                                      WS_OVERLAPPEDWINDOW,
                                                      CW_USEDEFAULT,
                                                      CW_USEDEFAULT,
                                                      CW_USEDEFAULT,
                                                      CW_USEDEFAULT,
                                                      HWND_DESKTOP,
                                                      0,
                                                      denna,
                                                      0);

ShowWindow(hw,mode);

MSG msg;

while(GetMessage(&msg,0,0,0))
{
      TranslateMessage(&msg);
      DispatchMessage(&msg);
}

return msg.wParam;

}
void CALLBACK Timer(HWND hw,UINT msg,UINT ident,DWORD time);

LRESULT CALLBACK WindProc(HWND hw,UINT msg,WPARAM wp,LPARAM lp)

{
      switch(msg)
            {

            case WM_DESTROY:
            PostQuitMessage(0);
            break;

            default:
                  return DefWindowProc(hw,msg,wp,lp);
                  break;

            }
      
      return 0;
}




0
andla
Asked:
andla
  • 2
  • 2
1 Solution
 
Tommy HuiCommented:
Add
  #include <mmsystem.h>
to the list of include files at the top

Add
  case WM_CREATE:
    sndPlaySound("mywav.wav", SND_FILENAME | SND_SYNC);


   
0
 
andlaAuthor Commented:
I have tryed to include <mmsystem.h> before <windows.h> and that went bad. Then i tryed to include it after windows.h and it generate this message.

--------------------Configuration: Edit - Win32 Debug--------------------
Compiling...
edit.cpp
Linking...
edit.obj : error LNK2001: unresolved external symbol __imp__sndPlaySoundA@8
Debug/Edit.exe : fatal error LNK1120: 1 unresolved externals
Error executing link.exe.
Edit.exe - 2 error(s), 0 warning(s)

I forgot to tell you that i'm using MVC++ 4.1 and i have made a dialogprocedure and a timerprocedure if this will affect the situation. The points i still waiting.
0
 
ChayaCommented:
The function to use for loading and playing a .wav is PlaySound. sndPlaySound is only being kept for backwards compatibility.

Use the command:
  PlaySound("mywavname.wav", NULL, SND_FILENAME | SND_ASYNC);
at whatever event you want  the sound to be loaded and played at. (Like WM_CREATE, as thui suggested).

For you reference, I have included the documentation on PlaySound below. Do not forget to add:
    #include <mmsystem.h>
AND
  add winmm.lib to the list of libraries with which your project links. (That will get rid of your
             error LNK2001: unresolved external symbol                               __imp__sndPlaySoundA@8 message )

Good luck,
Chaya

Documentation for PlaySound (from the Oct. '97 MSDN)

PlaySound

The PlaySound function plays a sound specified by the given filename, resource, or system event. (A system event may be associated with a sound in the registry or in the WIN.INI file.)

BOOL PlaySound(
  LPCSTR pszSound,  
  HMODULE hmod,    
  DWORD fdwSound    
);
 


Parameters

pszSound

A string that specifies the sound to play. If this parameter is NULL, any currently playing waveform sound is stopped. To stop a non-waveform sound, specify SND_PURGE in the fdwSound parameter.

Three flags in fdwSound (SND_ALIAS, SND_FILENAME, and SND_RESOURCE) determine whether the name is interpreted as an alias for a system event, a filename, or a resource identifier. If none of these flags are specified, PlaySound searches the registry or the WIN.INI file for an association with the specified sound name. If an association is found, the sound event is played. If no association is found in the registry, the name is interpreted as a filename.




hmod

Handle of the executable file that contains the resource to be loaded. This parameter must be NULL unless SND_RESOURCE is specified in fdwSound.


fdwSound

Flags for playing the sound. The following values are defined:


SND_APPLICATION

The sound is played using an application-specific association.


SND_ALIAS

The pszSound parameter is a system-event alias in the registry or the WIN.INI file. Do not use with either SND_FILENAME or SND_RESOURCE.


SND_ALIAS_ID

The pszSound parameter is a predefined sound identifier.


SND_ASYNC

The sound is played asynchronously and PlaySound returns immediately after beginning the sound. To terminate an asynchronously played waveform sound, call PlaySound with pszSound set to NULL.


SND_FILENAME

The pszSound parameter is a filename.


SND_LOOP

The sound plays repeatedly until PlaySound is called again with the pszSound parameter set to NULL. You must also specify the SND_ASYNC flag to indicate an asynchronous sound event.


SND_MEMORY

A sound event's file is loaded in RAM. The parameter specified by pszSound must point to an image of a sound in memory.


SND_NODEFAULT

No default sound event is used. If the sound cannot be found, PlaySound returns silently without playing the default sound.


SND_NOSTOP

The specified sound event will yield to another sound event that is already playing. If a sound cannot be played because the resource needed to generate that sound is busy playing another sound, the function immediately returns FALSE without playing the requested sound.

If this flag is not specified, PlaySound attempts to stop the currently playing sound so that the device can be used to play the new sound.




SND_NOWAIT

If the driver is busy, return immediately without playing the sound.


SND_PURGE

Sounds are to be stopped for the calling task. If pszSound is not NULL, all instances of the specified sound are stopped. If pszSound is NULL, all sounds that are playing on behalf of the calling task are stopped.

You must also specify the instance handle to stop SND_RESOURCE events.




SND_RESOURCE

The pszSound parameter is a resource identifier; hmod must identify the instance that contains the resource.


SND_SYNC

Synchronous playback of a sound event. PlaySound returns after the sound event completes.




Return Values

Returns TRUE if successful or FALSE otherwise.

Remarks

The sound specified by pszSound must fit into available physical memory and be playable by an installed waveform-audio device driver. PlaySound searches the following directories for sound files: the current directory; the Windows directory; the Windows system directory; directories listed in the PATH environment variable; and the list of directories mapped in a network. For more information about the directory search order, see the documentation for the OpenFile function.

If it cannot find the specified sound, PlaySound uses the default system event sound entry instead. If the function can find neither the system default entry nor the default sound, it makes no sound and returns FALSE.

QuickInfo

  Windows NT: Use version 3.1 and later.
  Windows: Use Windows 95 and later.
  Windows CE: Unsupported.
  Header: Declared in mmsystem.h.
  Import Library: Link with winmm.lib.

See Also

Waveform Audio Overview, Waveform Functions
0
 
Tommy HuiCommented:
Be sure to add winmm.lib to your project link. Alternatively, if you're using Visual C++, you can add

#pragma comment(lib, "winmm.lib")

to the top of your source file which tells the compiler to add winmm.lib to the project.

0
 
andlaAuthor Commented:
I didn't know that it was possible to include lib-files in the projects, but know you learned me somthing new. I increas your points to 40 pts. Thank you!
0

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