warptrosse
Posts: 3
Score: 0
Joined: 9/11/2008
Status: offline
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Hi again.... As you know (or not) I´m developing a game for windows mobile 6, another problem with which I have encountered is framerate when the game start to reproduce a sound.... First to all, I manage to reproduce midi, wav, aac and amr... not mp3... but it´s another problem..... so... I´m using following code: =============================================================================== bool SoundPlayer::realize() { // Cleaning GraphFilter if(pGraph != NULL) { return true; } // Initializing the COM library on the current thread. HRESULT hr; hr = CoInitialize(NULL); if (FAILED(hr)) { printf("ERROR - Could not initialize COM library.\n"); return false; } // Creating an instance of the Filter Graph Manager. hr = CoCreateInstance(CLSID_FilterGraph, NULL, CLSCTX_INPROC_SERVER, IID_IGraphBuilder, (void **)&pGraph); if (FAILED(hr)) { printf("ERROR - Could not create the Filter Graph Manager.\n"); return false; } // Asking to Graph for interfaces. hr = pGraph->QueryInterface(IID_IMediaControl, (void **)&pControl); if (FAILED(hr)) { printf("ERROR - Could not retrieve pointer to IMediaControl interface.\n"); return false; } hr = pGraph->QueryInterface(IID_IMediaEvent, (void **)&pEvent); if (FAILED(hr)) { printf("ERROR - Could not retrieve pointer to IMediaEvent interface.\n"); return false; } hr = pGraph->QueryInterface(IID_IMediaSeeking, (void **)&pSeeking); if (FAILED(hr)) { printf("ERROR - Could not retrieve pointer to IMediaSeeking interface.\n"); return false; } hr = pGraph->QueryInterface(IID_IBasicAudio, (void **)&pAudio); if (FAILED(hr)) { printf("ERROR - Could not retrieve pointer to IBasicAudio interface.\n"); return false; } // Constructing a filter graph that will play the specified file. hr = pGraph->RenderFile(soundFileNameW, NULL); if (FAILED(hr)) { printf("ERROR - Could not construct a filter graph that will play the specified file."); return false; } } bool SoundPlayer::start() { if(!realize()) { return false; } // Switching the entire filter graph to running state. HRESULT hr; hr = pControl->Run(); if (FAILED(hr)) { printf("ERROR - Could not switch filter graph to running state.\n"); return false; } return true; } bool SoundPlayer::stop() { // Switching the entire filter graph to stopped state. HRESULT hr; hr = pControl->Stop(); if (FAILED(hr)) { printf("ERROR - Could not switch filter graph to stopped state.\n"); return false; } return true; } void SoundPlayer::close() { // Releasing graph and COM. pAudio->Release(); pAudio = NULL; pSeeking->Release(); pSeeking = NULL; pEvent->Release(); pEvent = NULL; pControl->Release(); pControl = NULL; pGraph->Release(); pGraph = NULL; CoUninitialize(); } =============================================================================== The problem is that when a sound starts I need to render it again (realize function), and add the filters too.... then run the graph (start function).... this operation decreases the framerate significantly just for a second or two.... but it´s really annoying.... so, there is a way to hold the sound "realized" and only execute run operation?.... other observation... when the sound finishes, the thread which appears to contains the graphFilter is destroyed.... best regards...
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