2019年5月10日 星期五

week12_xiu

/ 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


(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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