播放我的第一个音乐

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// DEMO3_2.CPP - Loading .WAV resources

// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN  // just say no to MFC

#include <windows.h>   // include all the windows headers
#include <windowsx.h>  // include useful macros
#include <mmsystem.h>  // very important and include WINMM.LIB too!
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "DEMO3_2RES.H" //包含定义的头文件

// DEFINES ////////////////////////////////////////////////

// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"

// GLOBALS ////////////////////////////////////////////////
HWND      main_window_handle = NULL; // globally track main window //全局窗口句柄
HINSTANCE hinstance_app      = NULL; // globally track hinstance //全局实例句柄

// FUNCTIONS //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
          UINT msg,
                            WPARAM wparam,
                            LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT  ps;  // used in WM_PAINT
HDC    hdc; // handle to a device context

// what is the message
switch(msg)
 { 
 case WM_CREATE:
        {
  // do initialization stuff here

        // play the create sound once
        PlaySound(MAKEINTRESOURCE(SOUND_ID_CREATE), hinstance_app, SND_RESOURCE | SND_SYNC);//调用播放函数,用makeintersource来解析字符串成int型,窗体句柄,同步播放,因为该参数可以不让后面的音乐打断本次播放

        // play the music in loop mode
        PlaySound(MAKEINTRESOURCE(SOUND_ID_MUSIC), hinstance_app, SND_RESOURCE | SND_ASYNC | SND_LOOP);//调用播放函数,用makeintersource来解析字符串成int型,窗体句柄,异步而且循环播放

        // return success
  return(0);
  } break;

 case WM_PAINT:
  {
  // simply validate the window
  hdc = BeginPaint(hwnd,&ps); 
  // you would do all your painting here
        EndPaint(hwnd,&ps);

        // return success
  return(0);
     } break;

 case WM_DESTROY:
  {
        // stop the sounds first
        PlaySound(NULL, hinstance_app, SND_PURGE);//终止音乐播放

  // kill the application, this sends a WM_QUIT message
  PostQuitMessage(0);

        // return success
  return(0);
  } break;

 default:break;

    } // end switch

// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));

} // end WinProc

// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
     HINSTANCE hprevinstance,
     LPSTR lpcmdline,
     int ncmdshow)
{

WNDCLASSEX winclass; // this will hold the class we create
HWND    hwnd;  // generic window handle
MSG     msg;   // generic message

// first fill in the window class stucture
winclass.cbSize         = sizeof(WNDCLASSEX);
winclass.style   = CS_DBLCLKS | CS_OWNDC |
                          CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra  = 0;
winclass.cbWndExtra  = 0;
winclass.hInstance  = hinstance;
winclass.hIcon   = LoadIcon(hinstance, MAKEINTRESOURCE(ICON_T3DX));
winclass.hCursor  = LoadCursor(hinstance, MAKEINTRESOURCE(CURSOR_CROSSHAIR));
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm        = LoadIcon(hinstance, MAKEINTRESOURCE(ICON_T3DX));

// save hinstance in global
hinstance_app = hinstance;

// register the window class
if (!RegisterClassEx(&winclass))
 return(0);

// create the window
if (!(hwnd = CreateWindowEx(NULL,                  // extended style
                            WINDOW_CLASS_NAME,     // class
          "Sound Resource Demo", // title
          WS_OVERLAPPEDWINDOW | WS_VISIBLE,
           0,0,   // initial x,y
          400,400,  // initial width, height
          NULL,   // handle to parent
          NULL,   // handle to menu
          hinstance,// instance of this application
          NULL))) // extra creation parms
return(0);

// save main window handle
main_window_handle = hwnd;

// enter main event loop, but this time we use PeekMessage()
// instead of GetMessage() to retrieve messages
while(TRUE)
 {
    // test if there is a message in queue, if so get it
 if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
    {
    // test if this is a quit
       if (msg.message == WM_QUIT)
           break;
 
    // translate any accelerator keys
    TranslateMessage(&msg);

    // send the message to the window proc
    DispatchMessage(&msg);
    } // end if
   
    // main game processing goes here
 // Game_Main(); // or whatever your loop is called
 } // end while

// return to Windows like this
return(msg.wParam);

} // end WinMain

///////////////////////////////////////////////////////////

 注意Playsound需要引用#pragma comment(lib,"winmm.lib")

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