Handmade Hero»Forums»Code
Rémy Roy
6 posts
Sound click on Window move/resize (Day 9+)
Edited by Rémy Roy on Reason: Initial post
Hi,

I've just noticed that I'm getting sound clicks on Window move/resize after completing Day 12 but going back to my code, I think I've had this problem since the end of Day 9. Is there a way to fix this? I'm on Windows 10 with the motherboard sound. Here is my code at the end of Day 9:

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#include <windows.h>
#include <stdint.h>
#include <xinput.h>
#include <dsound.h>

// TODO(remy): Implement sine ourselves
#include <math.h>

#define internal static
#define local_persist static
#define global_variable static

#define Pi32 3.141592653589793f

typedef int8_t int8;
typedef int16_t int16;
typedef int32_t int32;
typedef int64_t int64;
typedef int32 bool32;

typedef uint8_t uint8;
typedef uint16_t uint16;
typedef uint32_t uint32;
typedef uint64_t uint64;

typedef float real32;
typedef double real64;

struct win32_offscreen_buffer
{
    // NOTE(remy): Pixels are always 32 bits wide, Little Endian
    BITMAPINFO Info;
    void *Memory;
    int Width;
    int Height;
    int Pitch;
};

struct win32_window_dimension
{
    int Width;
    int Height;
};

// TODO(remy): This is a global for now
global_variable bool32 GlobalRunning;
global_variable win32_offscreen_buffer GlobalBackbuffer;
global_variable LPDIRECTSOUNDBUFFER GlobalSecondaryBuffer;

// NOTE(remy): XInputGetState
#define X_INPUT_GET_STATE(name) DWORD WINAPI name(DWORD dwUserIndex, XINPUT_STATE *pState)
typedef X_INPUT_GET_STATE(x_input_get_state);
X_INPUT_GET_STATE(XInputGetStateStub)
{
    return(ERROR_DEVICE_NOT_CONNECTED);
}
global_variable x_input_get_state *XInputGetState_ = XInputGetStateStub;
#define XInputGetState XInputGetState_

// NOTE(remy): XInputSetState
#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_

// NOTE(remy): DirectSoundCreate
#define DIRECT_SOUND_CREATE(name) HRESULT WINAPI name(LPCGUID pcGuidDevice, LPDIRECTSOUND *ppDS, LPUNKNOWN pUnkOuter)
typedef DIRECT_SOUND_CREATE(direct_sound_create);

internal void
Win32LoadXInput(void)
{
    // TODO(remy): Test this on Windows 8
    HMODULE XInputLibrary = LoadLibraryA("xinput1_4.dll");
    if(!XInputLibrary)
    {
        // TODO(remy): Diagnostic
        XInputLibrary = LoadLibraryA("xinput9_1_0.dll");
    }
    if(!XInputLibrary)
    {
        // TODO(remy): Diagnostic
        XInputLibrary = LoadLibraryA("xinput1_3.dll");
    }

    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;}
    }
    else
    {
        // TODO(remy): Diagnostic
    }
}

internal void
Win32InitDSound(HWND Window, int32 SamplesPerSecond, int32 BufferSize)
{
    // NOTE(remy): Load the library
    HMODULE DSoundLibrary = LoadLibraryA("dsound.dll");

    if (DSoundLibrary)
    {
        // NOTE(remy): Get a DirectSound object! - cooperative
        direct_sound_create *DirectSoundCreate = (direct_sound_create *)
            GetProcAddress(DSoundLibrary, "DirectSoundCreate");

        // TODO(remy): Double-check that this works on XP
        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)))
            {
                DSBUFFERDESC BufferDescription = {};
                BufferDescription.dwSize = sizeof(BufferDescription);
                BufferDescription.dwFlags = DSBCAPS_PRIMARYBUFFER;
                // TODO(remy): Check if we need DSBCAPS_GLOBALFOCUS?

                // NOTE(remy): "Create" a primary buffer
                LPDIRECTSOUNDBUFFER PrimaryBuffer;
                if(SUCCEEDED(DirectSound->CreateSoundBuffer(&BufferDescription, &PrimaryBuffer, 0)))
                {
                    
                    if(SUCCEEDED(PrimaryBuffer->SetFormat(&WaveFormat)))
                    {
                        // NOTE(remy): Now we have finally set the format!
                        OutputDebugStringA("Primary Buffer format was set.\n");
                    }
                    else
                    {
                        // TODO(remy): Diagnostic
                    }
                }
                else
                {
                    // TODO(remy): Diagnostic
                }
            }
            else
            {
                // TODO(remy): Diagnostic
            }

            DSBUFFERDESC BufferDescription = {};
            BufferDescription.dwSize = sizeof(BufferDescription);
            // TODO(remy): Check if we need DSBCAPS_GLOBALFOCUS or DSBCAPS_GETCURRENTPOSITION2?
            BufferDescription.dwBufferBytes = BufferSize;
            BufferDescription.lpwfxFormat = &WaveFormat;
            
            // NOTE(remy): "Create" a secondary buffer
            if(SUCCEEDED(DirectSound->CreateSoundBuffer(&BufferDescription, &GlobalSecondaryBuffer, 0)))
            {
                OutputDebugStringA("Secondary Buffer created successfully.\n");
            }
            else
            {
                // TODO(remy): Diagnostic
            }
        }
        else
        {
            // TODO(remy): Diagnostic
        }
    }
}

internal win32_window_dimension
Win32GetWindowDimension(HWND Window)
{
    win32_window_dimension Result;

    RECT ClientRect;
    GetClientRect(Window, &ClientRect);
    Result.Width = ClientRect.right - ClientRect.left;
    Result.Height = ClientRect.bottom - ClientRect.top;

    return(Result);
}

internal void
RenderWeirdGradient(win32_offscreen_buffer *Buffer, int BlueOffset, int GreenOffset)
{
    // TODO(remy): Let's see what the optimizer does for Buffer by value

    uint8 *Row = (uint8 *)Buffer->Memory;
    for(int Y = 0;
        Y < Buffer->Height;
        ++Y)
    {
        uint32 *Pixel = (uint32 *)Row;
        for(int X = 0;
            X < Buffer->Width;
            ++X)
        {
            /*                  0  1  2  3
              Pixel in memory: BB GG RR xx
              Little Endian Architecture
              0x00RRGGBB
            */

           uint8 Blue = (uint8)(X + BlueOffset);
           uint8 Green = (uint8)(Y + GreenOffset);
           
            *Pixel++ = ((Green << 8) | Blue);
        }

        Row += Buffer->Pitch;
    }
}

internal void 
Win32ResizeDIBSection(win32_offscreen_buffer *Buffer, int Width, int Height)
{
    // TODO(remy): Bulletproof this. Maybe don't free first, free after, then free first if that fails.

    if(Buffer->Memory)
    {
        VirtualFree(Buffer->Memory, 0, MEM_RELEASE);
    }

    Buffer->Width = Width;
    Buffer->Height = Height;
    int BytesPerPixel = 4;

    Buffer->Info.bmiHeader.biSize = sizeof(Buffer->Info.bmiHeader);
    Buffer->Info.bmiHeader.biWidth = Buffer->Width;
    Buffer->Info.bmiHeader.biHeight = -Buffer->Height;
    Buffer->Info.bmiHeader.biPlanes = 1;
    Buffer->Info.bmiHeader.biBitCount = 32;
    Buffer->Info.bmiHeader.biCompression = BI_RGB;

    // NOTE(remy): Thank you to Chris Hecker of Spy Party fame for clarifying the deal
    // with StrechDIBits and BitBlt! No more DC for us.

    int BitmapMemorySize = (Buffer->Width*Buffer->Height)*BytesPerPixel;
    Buffer->Memory = VirtualAlloc(0, BitmapMemorySize, MEM_RESERVE|MEM_COMMIT, PAGE_READWRITE);

    Buffer->Pitch = Width*BytesPerPixel;

    // TODO(remy): Probably want to clear this to black
}

internal void
Win32DisplayBufferInWindow(win32_offscreen_buffer *Buffer, HDC DeviceContext,
                           int WindowWidth, int WindowHeight)
{
    // TODO(remy): Aspect ratio correction
    // TODO(remy): We can play with stretch modes
    StretchDIBits(DeviceContext,
                  /*
                  X, Y, Width, Height,
                  X, Y, Width, Height,
                  */
                  0, 0, WindowWidth, WindowHeight,
                  0, 0, Buffer->Width, Buffer->Height,
                  Buffer->Memory,
                  &Buffer->Info,
                  DIB_RGB_COLORS, SRCCOPY);
}

internal LRESULT CALLBACK
Win32MainWindowCallback(HWND   Window,
                        UINT   Message,
                        WPARAM WParam,
                        LPARAM LParam)
{
    LRESULT Result = 0;

    switch(Message)
    {
        case WM_SIZE:
        {
            
        } break;

        case WM_CLOSE:
        {
            // TODO(remy): Handle this with a message to the user?
            GlobalRunning = false;
        } break;

        case WM_ACTIVATEAPP:
        {
            OutputDebugStringA("WM_ACTIVATEAPP\n");
        } break;

        case WM_DESTROY:
        {
            // TODO(remy): Handle this as an error - recreate window?
            GlobalRunning = false;
        } break;

        case WM_SYSKEYDOWN:
        case WM_SYSKEYUP:
        case WM_KEYDOWN:
        case WM_KEYUP:
        {
            uint32 VKCode = WParam;
            bool32 WasDown = ((LParam & (1 << 30)) != 0);
            bool32 IsDown = ((LParam & (1 << 31)) == 0);

            if(WasDown != IsDown)
            {
                if(VKCode == 'W')
                {
                    
                } 
                else if(VKCode == 'A')
                {
                    
                }
                else if(VKCode == 'S')
                {
                    
                }
                else if(VKCode == 'D')
                {
                    
                }
                else if(VKCode == 'Q')
                {
                    
                }
                else if(VKCode == 'E')
                {
                    
                }
                else if(VKCode == VK_UP)
                {
                    
                }
                else if(VKCode == VK_LEFT)
                {
                    
                }
                else if(VKCode == VK_DOWN)
                {
                    
                }
                else if(VKCode == VK_RIGHT)
                {
                    
                }
                else if(VKCode == VK_ESCAPE)
                {
                    OutputDebugStringA("Escape : ");
                    if(IsDown)
                    {
                        OutputDebugStringA("IsDown ");
                    }
                    if(WasDown)
                    {
                        OutputDebugStringA("WasDown");
                    }
                    OutputDebugStringA("\n");
                }
                else if(VKCode == VK_SPACE)
                {
                    
                }
            }

            bool32 AltKeyWasDown = (LParam & (1 << 29));
            if((VKCode == VK_F4) && AltKeyWasDown)
            {
                GlobalRunning = false;
            }
        } break;

        case WM_PAINT:
        {
            PAINTSTRUCT Paint;
            HDC DeviceContext = BeginPaint(Window, &Paint);

            win32_window_dimension Dimension = Win32GetWindowDimension(Window);

            Win32DisplayBufferInWindow(&GlobalBackbuffer, DeviceContext,
                                       Dimension.Width, Dimension.Height);

            EndPaint(Window, &Paint);

        } break;

        default:
        {
            Result = DefWindowProcA(Window, Message, WParam, LParam);
        } break;
    }

    return(Result);
}

struct win32_sound_output
{
    int SamplesPerSeconds;
    int ToneHz;
    int ToneVolume;
    uint32 RunningSampleIndex;
    int WavePeriod;
    int BytesPerSample;
    int SecondaryBufferSize;
    real32 tSine;
    int LatencySampleCount;
};

internal void
Win32FillSoundBuffer(win32_sound_output *SoundOutput, DWORD ByteToLock, DWORD BytesToWrite)
{
    // TODO(remy): More strenuous test!
    VOID *Region1;
    DWORD Region1Size;
    VOID *Region2;
    DWORD Region2Size;
    if(SUCCEEDED(GlobalSecondaryBuffer->Lock(ByteToLock, BytesToWrite,
                                             &Region1, &Region1Size,
                                             &Region2, &Region2Size,
                                             0)))
    {
        // TODO(remy): assert that Region1Size/Region2Size is valid

        // TODO(remy): Collapse these two loops
        DWORD Region1SampleCount = Region1Size/SoundOutput->BytesPerSample;
        int16 *SampleOut = (int16 *)Region1;
        for(DWORD SampleIndex = 0;
            SampleIndex < Region1SampleCount;
            ++SampleIndex)
        {
            // TODO(remy): Draw this out for people
            real32 SineValue = sinf(SoundOutput->tSine);
            int16 SampleValue = (int16)(SineValue * SoundOutput->ToneVolume);
            *SampleOut++ = SampleValue;
            *SampleOut++ = SampleValue;

            SoundOutput->tSine += 2.0f*Pi32*1.0f / (real32)SoundOutput->WavePeriod;
            ++SoundOutput->RunningSampleIndex;
        }

        DWORD Region2SampleCount = Region2Size/SoundOutput->BytesPerSample;
        SampleOut = (int16 *)Region2;
        for(DWORD SampleIndex = 0;
            SampleIndex < Region2SampleCount;
            ++SampleIndex)
        {
            real32 SineValue = sinf(SoundOutput->tSine);
            int16 SampleValue = (int16)(SineValue * SoundOutput->ToneVolume);
            *SampleOut++ = SampleValue;
            *SampleOut++ = SampleValue;

            SoundOutput->tSine += 2.0f*Pi32*1.0f / (real32)SoundOutput->WavePeriod;
            ++SoundOutput->RunningSampleIndex;
        }

        GlobalSecondaryBuffer->Unlock(Region1, Region1Size,
                                        Region2, Region2Size);
    }
}

int CALLBACK
WinMain(HINSTANCE Instance,
        HINSTANCE PrevInstance,
        LPSTR     CommandLine,
        int       ShowCode)
{
    Win32LoadXInput();

    WNDCLASSA WindowClass = {};

    Win32ResizeDIBSection(&GlobalBackbuffer, 1280, 720);
    
    WindowClass.style = CS_HREDRAW|CS_VREDRAW|CS_OWNDC;
    WindowClass.lpfnWndProc = Win32MainWindowCallback;
    WindowClass.hInstance = Instance;
    // TODO(remy): Add game icon
    // WindowClass.hIcon;
    WindowClass.lpszClassName = "HandmadeHeroWindowClass";

    if(RegisterClassA(&WindowClass))
    {
        HWND Window = 
            CreateWindowExA(
                0,
                WindowClass.lpszClassName,
                "Handmade Hero",
                WS_OVERLAPPEDWINDOW|WS_VISIBLE,
                CW_USEDEFAULT,
                CW_USEDEFAULT,
                CW_USEDEFAULT,
                CW_USEDEFAULT,
                0,
                0,
                Instance,
                0);
        if(Window)
        {
            // NOTE(remy): Since we are using CS_OWNDC, we can just get one device context
            // and use it foreever.
            HDC DeviceContext = GetDC(Window);

            // NOTE(remy): Graphics test
            int XOffset = 0;
            int YOffset = 0;

            win32_sound_output SoundOutput = {};

            // TODO(remy): Make this like sixty seconds?
            SoundOutput.SamplesPerSeconds = 48000;
            SoundOutput.ToneHz = 256;
            SoundOutput.ToneVolume = 2000;
            SoundOutput.WavePeriod = SoundOutput.SamplesPerSeconds/SoundOutput.ToneHz;
            SoundOutput.BytesPerSample = sizeof(int16)*2;
            SoundOutput.SecondaryBufferSize = SoundOutput.SamplesPerSeconds*SoundOutput.BytesPerSample;
            SoundOutput.LatencySampleCount = SoundOutput.SamplesPerSeconds / 15;
            Win32InitDSound(Window, SoundOutput.SamplesPerSeconds, SoundOutput.SecondaryBufferSize);
            Win32FillSoundBuffer(&SoundOutput, 0, SoundOutput.LatencySampleCount*SoundOutput.BytesPerSample);
            GlobalSecondaryBuffer->Play(0, 0, DSBPLAY_LOOPING);

            GlobalRunning = true;
            while(GlobalRunning)
            {
                MSG Message;
                while(PeekMessageA(&Message, 0, 0, 0, PM_REMOVE))
                {
                    if(Message.message == WM_QUIT)
                    {
                        GlobalRunning = false;
                    }

                    TranslateMessage(&Message);
                    DispatchMessage(&Message);
                }

                // TODO(casey): Should we poll this more frequently?
                for (DWORD ControllerIndex = 0;
                    ControllerIndex < XUSER_MAX_COUNT;
                    ControllerIndex++)
                {
                    XINPUT_STATE ControllerState;
                    if(XInputGetState(ControllerIndex, &ControllerState) == ERROR_SUCCESS)
                    {
                        // NOTE(remy): This controller is plugged in
                        // TODO(remy): See if ControllerState.dwPacketNumber increment too rapidly
                        XINPUT_GAMEPAD *Pad = &ControllerState.Gamepad;

                        bool32 Up = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_UP);
                        bool32 Down = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
                        bool32 Left = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
                        bool32 Right = (Pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
                        bool32 Start = (Pad->wButtons & XINPUT_GAMEPAD_START);
                        bool32 Back = (Pad->wButtons & XINPUT_GAMEPAD_BACK);
                        bool32 LeftShoulder = (Pad->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
                        bool32 RightShoulder = (Pad->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
                        bool32 AButton = (Pad->wButtons & XINPUT_GAMEPAD_A);
                        bool32 BButton = (Pad->wButtons & XINPUT_GAMEPAD_B);
                        bool32 XButton = (Pad->wButtons & XINPUT_GAMEPAD_X);
                        bool32 YButton = (Pad->wButtons & XINPUT_GAMEPAD_Y);

                        int16 StickX = Pad->sThumbLX;
                        int16 StickY = Pad->sThumbLY;

                        // NOTE(remy): Animate with gamepad control
                        // TODO(remy): We will do dead zone handling properly using XINPUT consts
                        XOffset += StickX / 4096;
                        YOffset += StickY / 4096;

                        SoundOutput.ToneHz = 512 + (int)(256.0f*((real32)StickY / 30000.0f));
                        SoundOutput.WavePeriod = SoundOutput.SamplesPerSeconds/SoundOutput.ToneHz;
                    }
                    else
                    {
                        // NOTE(remy): This controller is not available
                    }
                }

                RenderWeirdGradient(&GlobalBackbuffer, XOffset, YOffset);

                // NOTE(remy): DirectSound output test
                DWORD PlayCursor;
                DWORD WriteCursor;
                if(SUCCEEDED(GlobalSecondaryBuffer->GetCurrentPosition(&PlayCursor, &WriteCursor)))
                {
                    DWORD ByteToLock = ((SoundOutput.RunningSampleIndex*SoundOutput.BytesPerSample) %
                                        SoundOutput.SecondaryBufferSize);
                    DWORD TargetCursor =
                        ((PlayCursor +
                          (SoundOutput.LatencySampleCount*SoundOutput.BytesPerSample)) %
                         SoundOutput.SecondaryBufferSize);
                    DWORD BytesToWrite;

                    if(ByteToLock > TargetCursor)
                    {
                        BytesToWrite = SoundOutput.SecondaryBufferSize - ByteToLock;
                        BytesToWrite += TargetCursor;
                    }
                    else
                    {
                        BytesToWrite = TargetCursor - ByteToLock;
                    }

                    Win32FillSoundBuffer(&SoundOutput, ByteToLock, BytesToWrite);
                }

                win32_window_dimension Dimension = Win32GetWindowDimension(Window);
                Win32DisplayBufferInWindow(&GlobalBackbuffer, DeviceContext,
                                           Dimension.Width, Dimension.Height);

                // NOTE(remy): Animate without gamepad
                /*XOffset++;
                YOffset++;*/
            }

        }
        else
        {
            // TODO(remy): Logging
        }
    }
    else
    {
        // TODO(remy): Logging
    }
    
    return(0);
}
Mārtiņš Možeiko
2559 posts / 2 projects
Sound click on Window move/resize (Day 9+)
That is normal behavior of Windows applications.
Moving/resizing window stops executing main message processing loop, and in case of HH code - also game update, draw and sound code.

There are no easy solutions to this, other than putting audio code in separate thread, or hacking around with window message processing.
Rémy Roy
6 posts
Sound click on Window move/resize (Day 9+)
Good to know. Thanks for the quick reply!