/ week12 /
主題 : 鍵盤
主題 : 聲音、音樂WAV、MP3
複習 : 階層T-R-T骨架
(1) 開啟一個codeblocks ( file > new > project )
(2) 選擇 console application
(3) 會得到
(4) 搜尋wav檔,選取一個喜歡得音效存起來
(5) 儲存到資料夾中並複製連結
(6) 將程式碼修改
(7) 複製貼上的連結要修改一下
( 以下為程式碼 )
///#include <iostream>
#include <windows.h> ///(0)為了mmsystem.h裡面有些宣告,需要在之前有windows.h
#include <mmsystem.h> ///(1)MultiMedia System 可播聲音
using namespace std;
int main()
{
PlaySoundA("C:\\Users\\user\\Downloads\\thunder_clap.wav",NULL,SND_SYNC);
///播放聲音Ascii版 WAV檔 空 聲音等待同步
///cout << "Hello world!" << endl;
return 0;
}
(8) build options
(9) Linker settings 打入winmm
(10) 即可以發出聲音
在圖片上加入聲音
(1) 先搜尋freeglut 並下載
(2) 開啟資料夾複製libfreeglut.a並改名為libglut32.a
(3) 把資料夾的連結複製
(4) 開啟一個新的 project
(5) 選擇GLUT project
(6) 貼上連結
(7) 即可以得到程式碼
(8) 打上兩行程式碼
#include <mmsystem.h> ///(1)MultiMedia System外掛,有PlaySoundA(...)可用
int main(int argc, char *argv[])
{
PlaySoundA("C:\\Users\\user\\Downloads\\thunder_clap.wav",NULL,SND_ASYNC);///(2)
* SND_ASYNC 聲音不等待同步
(9) 加上鋼琴的聲音,找到 glutKeyboardFunc(key);
(10) 打上程式碼
#include <mmsystem.h>
static void key(unsigned char key, int x, int y)
{
if(key=='1') PlaySoundA("C:\\Users\\user\\Desktop\\music\\do.wav",NULL,SND_ASYNC);
if(key=='2') PlaySoundA("C:\\Users\\user\\Desktop\\music\\re.wav",NULL,SND_ASYNC);
if(key=='3') PlaySoundA("C:\\Users\\user\\Desktop\\music\\mi.wav",NULL,SND_ASYNC);
if(key=='4') PlaySoundA("C:\\Users\\user\\Desktop\\music\\fa.wav",NULL,SND_ASYNC);
if(key=='5') PlaySoundA("C:\\Users\\user\\Desktop\\music\\so.wav",NULL,SND_ASYNC);
///SND_ASYNC 是sound聲音 ASYNC 不等待同步
(11) 記得要複製資料夾連結
(12) 因為剛剛只能用wva檔,如果想加mp3檔怎麼辦? 先下載 CMP3_MCI.h 檔
(13) 加入到剛剛的資料夾中
(14) 在第一行打入以下程式碼
#include "CMP3_MCI.h"
CMP3_MCI myMP3;
int a;
float b;
char c;
double d;
(15) 在將下面剛剛的程式碼改為此程式碼
///#include <mmsystem.h> ///(1)MultiMedia System外掛,有PlaySoundA(...)可用
int main(int argc, char *argv[])
{
myMP3.Load("C:\\Users\\user\\Downloads\\music.mp3");
myMP3.Play();
* 記得 \ 要改為 \\ 才可以跑 !!
(16) 整個程式碼為以下
#include "CMP3_MCI.h"
CMP3_MCI myMP3;
int a;
float b;
char c;
double d;
/*
* GLUT Shapes Demo
*
* Written by Nigel Stewart November 2003
*
* This program is test harness for the sphere, cone
* and torus shapes in GLUT.
*
* Spinning wireframe and smooth shaded shapes are
* displayed until the ESC or q key is pressed. The
* number of geometry stacks and slices can be adjusted
* using the + and - keys.
*/
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.h>
static int slices = 16;
static int stacks = 16;
/* GLUT callback Handlers */
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = t*90.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
glPushMatrix();
glTranslated(-2.4,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidSphere(1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(0,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidCone(1,1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(2.4,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidTorus(0.2,0.8,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(-2.4,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireSphere(1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(0,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireCone(1,1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(2.4,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireTorus(0.2,0.8,slices,stacks);
glPopMatrix();
glutSwapBuffers();
}
#include <mmsystem.h>
static void key(unsigned char key, int x, int y)
{
if(key=='1') PlaySoundA("C:\\Users\\user\\Desktop\\music\\do.wma",NULL,SND_ASYNC);
if(key=='2') PlaySoundA("C:\\Users\\user\\Desktop\\music\\re.wav",NULL,SND_ASYNC);
if(key=='3') PlaySoundA("C:\\Users\\user\\Desktop\\music\\mi.wav",NULL,SND_ASYNC);
if(key=='4') PlaySoundA("C:\\Users\\user\\Desktop\\music\\fa.wav",NULL,SND_ASYNC);
if(key=='5') PlaySoundA("C:\\Users\\user\\Desktop\\music\\so.wav",NULL,SND_ASYNC);
///SND_ASYNC 是sound聲音 ASYNC 不等待同步
switch (key)
{
case 27 :
case 'q':
exit(0);
break;
case '+':
slices++;
stacks++;
break;
case '-':
if (slices>3 && stacks>3)
{
slices--;
stacks--;
}
break;
}
glutPostRedisplay();
}
static void idle(void)
{
glutPostRedisplay();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
/* Program entry point */
///#include <mmsystem.h> ///(1)MultiMedia System外掛,有PlaySoundA(...)可用
int main(int argc, char *argv[])
{
myMP3.Load("C:\\Users\\user\\Downloads\\music.mp3");
myMP3.Play();
///PlaySoundA("C:\\Users\\user\\Downloads\\thunder_clap.wav",NULL,SND_ASYNC);///(2)
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
return EXIT_SUCCESS;
}































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