I don't know if it matters but I tested it using VS's compiler as well as the cl compiler with the same results in debug each time.
These are the relevant bits of code, please let me know if you need anymore info to help. Thanks!
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 | #include <windows.h> #include <stdint.h> #include <xinput.h> #include <winuser.h> #include <dsound.h> #define internal static #define local_persist static #define global_variable static typedef uint8_t uint8; typedef uint16_t uint16; typedef uint32_t uint32; typedef uint64_t uint64; typedef int8_t int8; typedef int16_t int16; typedef int32_t int32; typedef int64_t int64; typedef int32 bool32; // *TODO: This is all global...for now... global_variable bool GlobalRunning; global_variable LPDIRECTSOUNDBUFFER GlobalSecondarySoundBuffer; struct win32_window_dimension { int Width; int Height; }; struct win32_offscreen_buffer { //NOTE: Always assumes bytesperpixel is 4 (32 bit), memory order: BB GG RR XX -> in mem: 0x xx RR GG BB BITMAPINFO Info; void *Memory; int Width, Height; //int BytesPerPixel; int Pitch; }; global_variable win32_offscreen_buffer GlobalBackBuffer; // We've created a macro stub function and turned it into a type // we then create a global var pointing to the type of the function stub // we then redefine the function stub pointer so it assumes the name // of the function we want to steal out of the original lib we don't want to load // XInputGetState //create the macro using define, so name will now assume the function signature #define X_INPUT_GET_STATE(name) DWORD WINAPI name(DWORD dwUserIndex, XINPUT_STATE *pState) typedef X_INPUT_GET_STATE(x_input_get_state); // this is actually a macro'd stub function named: x_input_get_state(DWORD dwUserIndex, XINPUT_STATE *pState); // this is the stub function's definition X_INPUT_GET_STATE(XInputGetStateStub) { return(ERROR_DEVICE_NOT_CONNECTED); } // this is a global pointer pointing to: x_input_get_state(DWORD dwUserIndex, XINPUT_STATE *pState); now we use XInputGetState as the stub function global_variable x_input_get_state *XInputGetState_ = XInputGetStateStub; #define XInputGetState XInputGetState_ // XInputeSetSTATE #define X_INPUT_SET_STATE(name) DWORD WINAPI name(DWORD dwUserIndex, XINPUT_VIBRATION *pVibration) typedef X_INPUT_SET_STATE(x_input_set_state); X_INPUT_SET_STATE(XInputSetStateStub) { return(ERROR_DEVICE_NOT_CONNECTED); } global_variable x_input_set_state *XInputSetState_ = XInputSetStateStub; #define XInputSetState XInputSetState_ #define DIRECT_SOUND_CREATE(name) HRESULT WINAPI name( LPCGUID pcGuidDevice, LPDIRECTSOUND *ppDS, LPUNKNOWN pUnkOuter) typedef DIRECT_SOUND_CREATE(direct_sound_create); //DIRECT_SOUND_CREATE(DirectSoundCreate) //{ // return(DSERR_NODRIVER); //} internal void Win32LoadXInput(void) { //we're going to do the steps the window loader does when it loads our program HMODULE XInputLibrary = LoadLibrary("xinput1_4"); if (!XInputLibrary) { // *TODO : Create diagnostics HMODULE XInputLibrary = LoadLibrary("xinput1_3"); } if (XInputLibrary) { XInputGetState = (x_input_get_state *)GetProcAddress(XInputLibrary, "XInputGetState"); if (!XInputGetState) { XInputGetState = XInputGetStateStub; } XInputSetState = (x_input_set_state *)GetProcAddress(XInputLibrary, "XInputSetState"); if (!XInputSetState) { XInputSetState = XInputSetStateStub; } // *TODO : Create diagnostics } else { // *TODO : Create diagnostics OutputDebugString("Module load failed!"); } } internal win32_window_dimension Win32GetWindowDimension(HWND Window) { win32_window_dimension Result; RECT ClientRect; GetClientRect(Window, &ClientRect); Result.Height = ClientRect.bottom - ClientRect.top; Result.Width = ClientRect.right - ClientRect.left; return(Result); } internal void Win32DisplayBufferInWindow(win32_offscreen_buffer *Buffer, HDC BitmapDeviceContext, int WindowWidth, int WindowHeight) { //*TODO: aspect ratio maintain //*TODO: Stretch modes StretchDIBits( BitmapDeviceContext, 0, 0, // this is the start of the destination fill upper left corner (0,0) WindowWidth, WindowHeight, // size of destination buffer 0, 0, // start of buffer upper left Buffer->Width, Buffer->Height, // buffer width, buffer height Buffer->Memory, // memory contents pointer to image in buffer &Buffer->Info, // info about image DIB_RGB_COLORS, // what colour 'space' SRCCOPY); //rasterizing operation } internal void Win32ResizeDIBSection(win32_offscreen_buffer *Buffer, int Width, int Height) { //*TODO: Bulletproof this // may don't free first, free after, but if that fails free first if (Buffer->Memory) { VirtualFree(Buffer->Memory, 0, MEM_RELEASE); } Buffer->Height = Height; Buffer->Width = Width; //BITMAPINFO info = Buffer.Info; int BytesPerPixel = 4; Buffer->Info.bmiHeader.biSize = sizeof(Buffer->Info.bmiHeader); Buffer->Info.bmiHeader.biWidth = Buffer->Width;/*Width; */ Buffer->Info.bmiHeader.biHeight = -Buffer->Height /*Height;*/; //the negative makes it a top-down DIB so it draws from top-left Buffer->Info.bmiHeader.biPlanes = 1; Buffer->Info.bmiHeader.biBitCount = 32; Buffer->Info.bmiHeader.biCompression = BI_RGB; Buffer->Info.bmiHeader.biSizeImage = 0; Buffer->Info.bmiHeader.biXPelsPerMeter = 0; Buffer->Info.bmiHeader.biYPelsPerMeter = 0; Buffer->Info.bmiHeader.biClrUsed = 0; Buffer->Info.bmiHeader.biClrImportant = 0; //int BitmapMemorySize = (Width * Height) * BytesPerPixel; int BitmapMemorySize = (Buffer->Width * Buffer->Height) * BytesPerPixel; Buffer->Memory = VirtualAlloc(0, BitmapMemorySize, MEM_RESERVE| MEM_COMMIT, PAGE_READWRITE); //*TODO: probably want to initialize to black Buffer->Pitch = Width*BytesPerPixel; } // define the windows callback messaging responses LRESULT CALLBACK Win32MainWindowCallback( HWND Window,UINT Message,WPARAM WParam,LPARAM LParam) { LRESULT Result = 0; //win32_offscreen_buffer Buffer; switch(Message) { case WM_KEYDOWN: case WM_KEYUP: case WM_SYSKEYDOWN: case WM_SYSKEYUP: { uint32 VKCode = WParam; #define KeyWasDownMessageBit (1<<30) #define KeyIsDownMessageBit (1<<31) #define AltKeyIsDownMessageBit (1<<29) bool32 wasKeyDown = ((LParam & KeyWasDownMessageBit) != 0); //use expression since results will be 0 or bit 30, not 1; bool32 isKeyDownNow = ((LParam & KeyIsDownMessageBit) == 0); if (wasKeyDown != isKeyDownNow) { if (VKCode == 'W') { } else if (VKCode == 'S') { } else if (VKCode == 'A') { } else if (VKCode == 'D') { } else if (VKCode == 'Q') { } else if (VKCode == 'E') { } else if (VKCode == VK_UP) { } else if (VKCode == VK_DOWN) { } else if (VKCode == VK_LEFT) { OutputDebugString("LEFT :"); if (isKeyDownNow) { OutputDebugString(" IS down!\n"); } if (wasKeyDown) { OutputDebugString(" WAS down!\n"); } } else if (VKCode == VK_RIGHT) { } else if (VKCode == VK_ESCAPE) { GlobalRunning = false; } else if (VKCode == VK_SPACE && isKeyDownNow) { OutputDebugString("Space is down\n"); } else if (VKCode == VK_SPACE && wasKeyDown) { OutputDebugString("Space is up\n"); } } bool32 AltKeyWasDown = (LParam & AltKeyIsDownMessageBit); if ((VKCode == VK_F4) && AltKeyWasDown) { GlobalRunning = false; } }break; case WM_SETFOCUS: { }break; case WM_KILLFOCUS: { }break; case WM_PAINT: { PAINTSTRUCT Paint; HDC BitmapDeviceContext = BeginPaint(Window, &Paint); win32_window_dimension Dimension = Win32GetWindowDimension(Window); int X = Paint.rcPaint.left; int Y = Paint.rcPaint.top; int Height = Paint.rcPaint.bottom - Paint.rcPaint.top; int Width = Paint.rcPaint.right - Paint.rcPaint.left; Win32DisplayBufferInWindow(&GlobalBackBuffer, BitmapDeviceContext, Dimension.Width, Dimension.Height); EndPaint(Window, &Paint); OutputDebugStringA("WM_SIZE\n"); }break; case WM_DESTROY: { //*TODO: Handle this as an error - recreate window? GlobalRunning = false; OutputDebugStringA("PostQuitMessage(0) - WM_DESTROY\n"); }break; case WM_CLOSE: { //*TODO: Handle this with a message to the user? GlobalRunning = false; OutputDebugStringA("WM_CLOSE\n"); }break; case WM_ACTIVATEAPP: //let's us know if user has clicked and made the window active { OutputDebugStringA("WM_ACTIVATEAPP\n"); }break; default: { // OutputDebugStringA("Default case!\n"); //this is the catchall LRESULT return to windows, there's a default Windows way to do this Result = DefWindowProc(Window, Message, WParam, LParam); }break; } return(Result); } internal void RenderWeirdGrad(win32_offscreen_buffer *Buffer, int XOffset, int YOffset) { //*TODO: Let's see what the optimizer does in regard to using a pointer to win32_offscreen_buffer vs. copying it directly uint8 *Row = (uint8 *)Buffer->Memory; // this ensures as we move the pointer it's moving by 1 byte (8bits) for (int Y = 0; Y < Buffer->Height; ++Y) { //uint32 *Pixel = (uint32 *)Row; //cast it so it now jumps by 4 bytes (1 pixel) instead of just 1 as cast above uint32 *Pixel = (uint32 *)Row; for (int X = 0; X < Buffer->Width; ++X) { // fractally weirdness //YOffset += Y; //XOffset += X; uint8 Red = (Y + XOffset); // this makes the weird scan line effect uint8 Gr = (X + XOffset); uint8 Bl = (Y + YOffset); //this shifts the green values so it sits after yet before the blue (ie: xx RR GG BB - so green's 8 bits needs to actually sit in the 9-16 area *Pixel++ = ((Red << 16) | (Gr << 8) | Bl); } Row += Buffer->Pitch; } } internal void Win32InitDSound(HWND Window, int32 BufferSize, int32 SamplesPerSecond) { //we're going to do the steps the window loader does when it loads our program HMODULE DSoundLibrary = LoadLibrary("dsound.dll"); if (DSoundLibrary) { direct_sound_create *DirectSoundCreate = (direct_sound_create *)GetProcAddress(DSoundLibrary, "DirectSoundCreate"); LPDIRECTSOUND DirectSound; if (DirectSoundCreate && SUCCEEDED(DirectSoundCreate(0, &DirectSound, 0))) { WAVEFORMATEX Waveformat = {}; Waveformat.wFormatTag = WAVE_FORMAT_PCM; Waveformat.nChannels = 2; Waveformat.nSamplesPerSec = SamplesPerSecond; Waveformat.wBitsPerSample = 16; Waveformat.nBlockAlign = (Waveformat.nChannels * Waveformat.wBitsPerSample) / 8; Waveformat.nAvgBytesPerSec = Waveformat.nSamplesPerSec * Waveformat.nBlockAlign; Waveformat.cbSize = 0; if (SUCCEEDED(DirectSound->SetCooperativeLevel(Window, DSSCL_PRIORITY))) { // *TODO: look into DSBCAPS_GETCURRENTPOSITION2 DSBUFFERDESC BufferDescription = {}; BufferDescription.dwSize = sizeof(BufferDescription); // primary buffer must be set to 0 BufferDescription.dwFlags = DSBCAPS_PRIMARYBUFFER; //create primary buffer - THIS IS NOT ACTUALLY A BUFFER IT IS A HANDLE TO THE PRIMARY SOUND DEVICE THAT PUTS THE SOUNDCARD // INTO A MODE TO PLAY THE FORMAT! - HELLO WINDOWS PLEASE PLAY THIS FORMAT ON THE SOUNDCARD LPDIRECTSOUNDBUFFER PrimaryBuffer; if (SUCCEEDED(DirectSound->CreateSoundBuffer(&BufferDescription, &PrimaryBuffer, 0))) { HRESULT Error = PrimaryBuffer->SetFormat(&Waveformat); OutputDebugString("Primary buffer created!\n\n"); //if (SUCCEEDED(PrimaryBuffer->SetFormat(&Waveformat))) if (SUCCEEDED(Error)) { // format is set! OutputDebugString("Primary sound buffer set format succeeded!\n\n"); } else { // *TODO: DIAGNOSTIC } } else { //*TODO: Create Diagnostic } } else { // *TODO: DIAGNOSTIC } DSBUFFERDESC BufferDescription = {}; BufferDescription.dwSize = sizeof(BufferDescription); BufferDescription.dwFlags = 0; BufferDescription.dwBufferBytes = BufferSize; BufferDescription.lpwfxFormat = &Waveformat; if (SUCCEEDED(DirectSound->CreateSoundBuffer(&BufferDescription, &GlobalSecondarySoundBuffer, 0))) { OutputDebugString("Secondary sound buffer creation succeeded!\n\n"); } else // DirectSoundCreate failed! { // *TODO: Create diagnostic } } else // No direct sound library found! { // *TODO: Create diagnostic } } } // **** MAIN MAIN MAIN MAIN **** // **** MAIN MAIN MAIN MAIN **** // **** MAIN MAIN MAIN MAIN **** int CALLBACK WinMain( HINSTANCE Instance, HINSTANCE PrevInstance, LPSTR CmdLine, int CmdShow ) { Win32LoadXInput(); // create instance of windowclass and initialize to 0/null WNDCLASS WindowClass = {}; // buffer stretch into window (or shrink) Win32ResizeDIBSection(&GlobalBackBuffer, 1280, 720); //create copy of xinputvibration struct for use later _XINPUT_VIBRATION InputVibration; //define the window class fields WindowClass.style = CS_HREDRAW|CS_VREDRAW; WindowClass.lpfnWndProc = Win32MainWindowCallback; //how window responds to events by passing in a function via pointer, defined above WindowClass.hInstance = Instance; // get the windowhandle instance //HICON hIcon; //may be used later WindowClass.lpszClassName = "HandMadeHeroWindowClass"; //MessageBox(0, "This is handmade hero!", "handmade caption", MB_OK | MB_ICONINFORMATION); //REGISTERING THE WINDOW CLASS if (RegisterClass(&WindowClass)) { HWND Window = CreateWindowExA( 0, // extended style, no thanks WindowClass.lpszClassName, "Handmadehero!", WS_VISIBLE | WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, 0, 0, Instance, 0); if (Window) { GlobalRunning = true; // since we used CS_OWNDC we have this device context forever since we are not sharing it with anyone /*HDC DeviceContext = GetDC(Window);*/ // For Graphics Test int XOffset = 0; int YOffset = 0; // For sound test int SamplesPerSecond = 48000; int BytesPerSample = sizeof(int16) * 2; //how many bytes needed for one LEFT ch/RIGHT ch pair int Hz = 4000; //random test tone uint32 RunningSampleIndex = 0; int SecondaryBufferSize = (SamplesPerSecond * BytesPerSample); int SquareWavePeriod = SamplesPerSecond/Hz; int HalfSquareWavePeriod = SquareWavePeriod / 2; int16 VolumeAmount = 14000; bool32 isBufferFilled = false; Win32InitDSound(Window, SecondaryBufferSize, SamplesPerSecond); while (GlobalRunning) { MSG Message; while (PeekMessage(&Message, 0, 0, 0, PM_REMOVE)) { if (Message.message == WM_QUIT) { GlobalRunning = false; } TranslateMessage(&Message); DispatchMessage(&Message); } //NOTE: Should we poll this more frequently? for (DWORD ControllerIndex = 0; ControllerIndex < XUSER_MAX_COUNT; ++ControllerIndex) { XINPUT_STATE ControllerState; if (XInputGetState(ControllerIndex, &ControllerState) == ERROR_SUCCESS ) { // Controller connected! //*TODO: Look at ControllerState.dwPacketNumber increments too rapidly XINPUT_GAMEPAD *Pad = &ControllerState.Gamepad; Pad->bLeftTrigger; Pad->bRightTrigger; Pad->sThumbLX; Pad->sThumbLY; Pad->sThumbRX; Pad->sThumbRY; bool32 DPadUp = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_UP); // 0x0001 bool32 DPadDown = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN); // 0x0002 bool32 DPadLeft = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT); // 0x0004 bool32 DPadRight = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT); // 0x0008 bool32 DPadButtonA = (Pad->wButtons & XINPUT_GAMEPAD_A); // 0x1000 bool32 DPadButtonB = (Pad->wButtons & XINPUT_GAMEPAD_B); // 0x2000 bool32 DPadButtonX = (Pad->wButtons & XINPUT_GAMEPAD_X); // 0x4000 bool32 DPadButtonY = (Pad->wButtons & XINPUT_GAMEPAD_Y); // 0x8000 bool32 DPadStart = (Pad->wButtons & XINPUT_GAMEPAD_START); // 0x0010 bool32 DPadBack = (Pad->wButtons & XINPUT_GAMEPAD_BACK); // 0x0020 bool32 DPadLeftThumbSButton = (Pad->wButtons & XINPUT_GAMEPAD_LEFT_THUMB); // 0x0040 bool32 DPadRightThumbSButton = (Pad->wButtons & XINPUT_GAMEPAD_RIGHT_THUMB); // 0x0080 bool32 DPadLBumper = (Pad->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER); // 0x0100 bool32 DPadRBumper = (Pad->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER); // 0x0200 uint8 DPadLTrigger = Pad->bLeftTrigger; uint8 DPadRTrigger = Pad->bRightTrigger; int16 DPadLXAxis = Pad->sThumbLX; int16 DPadLYAxis = Pad->sThumbLY; int16 DPadRXAxis = Pad->sThumbRX; int16 DPadRYAxis = Pad->sThumbRY; XOffset += -DPadLXAxis >> 12; YOffset += -DPadLYAxis >> 12; if (DPadButtonA) { YOffset += 2; InputVibration.wLeftMotorSpeed = 10000; InputVibration.wRightMotorSpeed = 10000; } else { // No controller detected! InputVibration.wLeftMotorSpeed = 0; InputVibration.wRightMotorSpeed = 0; } } else { } } HDC DeviceContext = GetDC(Window); XInputSetState(0, &InputVibration); //prepare the backbuffer RenderWeirdGrad(&GlobalBackBuffer, XOffset, YOffset); // DirectSound output test right here //lock the buffer // Begin Sound Testing DWORD CurrentPlayCursor; DWORD CurrentWriteCursor; if (SUCCEEDED(GlobalSecondarySoundBuffer->GetCurrentPosition( &CurrentPlayCursor, &CurrentWriteCursor ))) { DWORD BytesToWrite; DWORD ByteToLock = (RunningSampleIndex*BytesPerSample) % (SecondaryBufferSize); //*TODO: This is pretty dangerous as we could end up overwriting the buffer before // the original contents are played, must find a better way to do this if (ByteToLock == CurrentPlayCursor) { BytesToWrite = SecondaryBufferSize; } else if (ByteToLock > CurrentPlayCursor) { // add the two chunks of the buffer together [--ChunkA---Play-----Write---ByteToLock---ChunkB---] BytesToWrite = SecondaryBufferSize - ByteToLock; //From end to ByteToLock ChunkB BytesToWrite += CurrentPlayCursor; // from 0 to PlayCursor ChunkA } else { BytesToWrite = CurrentPlayCursor - ByteToLock; } //DWORD WritePointer = GlobalSecondarySoundBuffer->GetCurrentPosition(0,&WritePointer); VOID *FirstLock; VOID *SecondLock; DWORD BytesInFirstLock; DWORD BytesInSecondLock; if (SUCCEEDED(GlobalSecondarySoundBuffer->Lock(ByteToLock, BytesToWrite, &FirstLock, &BytesInFirstLock, &SecondLock, &BytesInSecondLock, 0))) { DWORD FirstLockSampleCount = BytesInFirstLock / BytesPerSample; //OutputDebugString("Locking of secondary buffer success!\n\n"); //*TODO: assert if BytesInXLock does not return int16*2 size! int16 *SampleOut = (int16*)FirstLock; for (DWORD SampleIndex = 0; SampleIndex < FirstLockSampleCount; ++SampleIndex) { int16 SampleValue = ((++RunningSampleIndex / HalfSquareWavePeriod) % 2) ? VolumeAmount : -VolumeAmount; ++*SampleOut = SampleValue; // increment pointer, write samplevalue ++*SampleOut = SampleValue; } DWORD SecondLockSampleCount = BytesInSecondLock / BytesPerSample; SampleOut = (int16 *)SecondLock; for (DWORD SampleIndex = 0; SampleIndex < SecondLockSampleCount; ++SampleIndex) { int16 SampleValue = ((++RunningSampleIndex / HalfSquareWavePeriod) % 2) ? VolumeAmount : -VolumeAmount; ++*SampleOut = SampleValue; ++*SampleOut = SampleValue; } GlobalSecondarySoundBuffer->Unlock(FirstLock, BytesInFirstLock,SecondLock, BytesInSecondLock); // we're done writing to buffer if (!isBufferFilled) { GlobalSecondarySoundBuffer->Play(0, 0, DSBPLAY_LOOPING); isBufferFilled = true; } } else { OutputDebugString("Locking failed!\n\n"); } } // end of success check to see if play and write pointers exist else { OutputDebugString("Play and write pointers may not exist!\n\n"); } //paint the buffer win32_window_dimension Dimension = Win32GetWindowDimension(Window); Win32DisplayBufferInWindow(&GlobalBackBuffer, DeviceContext, Dimension.Width, Dimension.Height); ReleaseDC(Window, DeviceContext); ++XOffset; } } else { //*TODO: Window non-existent Log it! OutputDebugStringA("Window non-existent "); } } else { //*TODO: RegisterClass(&WindowClass) is bad Log it! OutputDebugStringA("RegisterClass(&WindowClass) is bad "); } return(0); } |