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SimpleWASAPIPlaySoundXDK.h
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SimpleWASAPIPlaySoundXDK.h
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//--------------------------------------------------------------------------------------
// SimpleWASAPIPlaySoundXDK.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include "WASAPIManager.h"
// A basic sample implementation that creates a D3D11 device and
// provides a render loop.
class Sample
{
public:
Sample();
// Initialization and management
void Initialize(IUnknown* window);
// Basic game loop
void Tick();
// Messages
void OnSuspending();
void OnResuming();
// Properties
bool RequestHDRMode() const { return m_deviceResources ? (m_deviceResources->GetDeviceOptions() & DX::DeviceResources::c_EnableHDR) != 0 : false; }
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
uint64_t m_frame;
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
// Render objects.
std::unique_ptr<DirectX::SpriteBatch> m_spriteBatch;
std::unique_ptr<DirectX::SpriteFont> m_font;
WASAPIManager^ m_wm;
bool m_playPressed;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
};