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Creating and playing sounds
This lesson covers the basics of playing sounds with DirectX Tool Kit for Audio.
First create a new project using the instructions from these four lessons to enable the audio engine for DirectX Tool Kit for Audio: The basic game loop, Adding the DirectX Tool Kit, Adding the DirectX Tool Kit for Audio, and Adding audio to your project. We'll be using the result of that process for this lesson.
Save the following files to your new project's folder: Explo1.wav, Explo2.wav, Explo3.wav, Explo4.wav, NightAmbienceSimple_02.wav. Use the top menu and select Project / Add Existing Item.... Select each .wav
file in turn and hit "OK".
These
.wav
files are from the XNA Game Studio SoundLab sample which provides a small collection of sounds under the MS-PL license.
In the Game.h file, add the following variables to the bottom of the Game class's private declarations:
std::unique_ptr<DirectX::SoundEffect> m_explode;
std::unique_ptr<DirectX::SoundEffect> m_ambient;
In Game.cpp, add to the end of Initialize:
m_explode = std::make_unique<SoundEffect>( m_audEngine.get(), L"explo1.wav" );
m_ambient = std::make_unique<SoundEffect>( m_audEngine.get(),
L"NightAmbienceSimple_02.wav" );
Build and run. No sounds will be heard, but the audio files are loaded.
Troubleshooting: If you get a runtime exception, then you may have the
.wav
files in the wrong folder, have modified the "Working Directory" in the "Debugging" configuration settings, or otherwise changed the expected paths at runtime of the application. You should set a break-point onnew SoundEffect
and step into the code to find the exact problem.
In the pch.h file, add after the other includes:
#include <random>
In the Game.h file, add the following variables to the bottom of the Game class's private declarations:
std::unique_ptr<std::mt19937> m_random;
float explodeDelay;
In Game.cpp, add to the end of Initialize:
std::random_device rd;
m_random = std::make_unique<std::mt19937>(rd());
explodeDelay = 2.f;
In Game.cpp, add to the TODO of Update:
explodeDelay -= elapsedTime;
if (explodeDelay < 0.f)
{
m_explode->Play();
std::uniform_real_distribution<float> dist(1.f, 10.f);
explodeDelay = dist(*m_random);
}
In Game.cpp, add to the TODO of OnResuming:
explodeDelay = 2.f;
Build and run. You will hear an explosion sound effect every 1 to 10 seconds. This is a 'one-shot' sound that you trigger and the audio engine will handle all the voice management automatically. You can trigger the same sound many times at once and each one-shot will play on it's own 'voice'.
The
SoundEffect
itself must remain in memory as all playback uses the audio data directly from that object. XAudio does not copy the source audio data into it's own buffers, but fetches from the application's memory periodically from a worker thread.
In the Game.h file, add the following variables to the bottom of the Game class's private declarations:
std::unique_ptr<DirectX::SoundEffectInstance> m_nightLoop;
In Game.cpp, add to the end of Initialize:
m_nightLoop = m_ambient->CreateInstance();
m_nightLoop->Play(true);
In Game.cpp, modify the handling of m_retryAudio
in Update as follows:
...
if (m_retryAudio)
{
m_retryAudio = false;
if (m_audEngine->Reset())
{
// TODO: restart any looped sounds here
if ( m_nightLoop )
m_nightLoop->Play(true);
}
}
...
In Game.cpp, modify the destructor:
Game::~Game()
{
if (m_audEngine)
{
m_audEngine->Suspend();
}
m_nightLoop.reset();
}
Build and run to hear an ambient night sound looping in the background. In this case, the SoundEffectInstance
has a single assigned voice, so stopping and starting it affects the one playing sound.
Again, the
SoundEffect
must remain in memory as the audio data is used directly from that object.
We need to ensure that the looping SoundEffectInstance
is destroyed before the object it was created from is released. We therefore added an explicit reset to the Game's destructor to avoid being dependent on the order of destruction in the Game class. We also do this after the audio engine has been explicitly suspended since XAudio2 is multi-threaded and references data directly from the application's objects.
When you use Play on a one-shot sound, you can specify pitch, volume, and panning settings to use for the playback. If you have a SoundEffectInstance you can modify the sound pitch, volume, and panning settings while it is playing.
In the Game.h file, add the following variables to the bottom of the Game class's private declarations:
float nightVolume;
float nightSlide;
In Game.cpp, add to the end of Initialize:
nightVolume = 1.f;
nightSlide = -0.1f;
In Game.cpp, add to the TODO of Update:
nightVolume += elapsedTime * nightSlide;
if (nightVolume < 0.f)
{
nightVolume = 0.f;
nightSlide = -nightSlide;
}
else if (nightVolume > 1.f)
{
nightVolume = 1.f;
nightSlide = -nightSlide;
}
m_nightLoop->SetVolume( nightVolume );
Build and run. The looping night ambient sound will slowly decrease and increase volume over time.
Above we loaded the individual sound files as distinct SoundEffect objects, but games commonly have hundreds or thousands of distinct sounds, music, and voice recordings. A more efficient way to manage this data is to make of a 'wave bank' which is a single file that contains a collection of .wav
files that can be loaded all at once.
- Download the XWBTool.exe from the DirectX Tool Kit site and extract the EXE into your project's folder.
- Open a command-prompt and then change to your project's folder.
Run the following command-line
XWBTool -f -o sounds.xwb Explo1.wav Explo2.wav Explo3.wav Explo4.wav NightAmbienceSimple_02.wav
Then from the top menu in Visual Studio select Project / Add Existing Item.... Select sounds.xwb and click "OK".
If you are using a Universal Windows Platform app or Xbox One project rather than a Windows desktop app, you need to manually edit the Visual Studio project properties on the
sounds.xwb
file and make sure "Content" is set to "Yes" so the data file will be included in your packaged build.
In the Game.h file, add the following variables to the bottom of the Game class's private declarations:
std::unique_ptr<DirectX::WaveBank> m_sounds;
In Game.cpp, modify Initialize:
...
m_sounds = std::make_unique<WaveBank>( m_audEngine.get(), L"sounds.xwb" );
m_nightLoop = m_sounds->CreateInstance( "NightAmbienceSimple_02" );
if ( m_nightLoop )
m_nightLoop->Play(true);
...
In Game.cpp, modify Update as follows:
...
explodeDelay -= elapsedTime;
if (explodeDelay < 0.f)
{
std::uniform_int_distribution<unsigned int> dist2(0, 3);
m_sounds->Play( dist2(*m_random) );
std::uniform_real_distribution<float> dist(1.f, 10.f);
explodeDelay = dist(*m_random);
}
...
Build and run. This time the sounds are being played from the wave bank, and the explosion now selects from 4 different exploding sounds at random to provide some variation.
Once again,
WaveBank
must remain in memory as the audio data is played directly from that object.
Troubleshooting: If you get a runtime exception, then you may have the
sounds.xwb
file in the wrong folder, have modified the "Working Directory" in the "Debugging" configuration settings, or otherwise changed the expected paths at runtime of the application. You should set a break-point onnew WaveBank
and step into the code to find the exact problem.
To make use of wavebanks a bit more robust, calls to CreateInstance
for 'missing sounds' can return nullptr rather than throwing an exception. This is why we guard the use of m_nightLoop
elsewhere. This lets your audio developer mess around with the content of the wave banks without necessarily causing the game to crash.
Wavebank entries can be referenced by a 0-based index or by an optional friendly name if present in the wave bank--this is why we used -f
in our command-line to xwbtool above to have it include friendly names. You can also have xwbtool generate a C header with an enumeration for the indices by using -h
.
XWBTool -f -o sounds.xwb -h sounds.h Explo1.wav Explo2.wav Explo3.wav Explo4.wav NightAmbienceSimple_02.wav
which would generate a sounds.h
file you could use instead of having 'magic' numbers in your code:
#pragma once
enum XACT_WAVEBANK_SOUNDS
{
XACT_WAVEBANK_SOUNDS_EXPLO1 = 0,
XACT_WAVEBANK_SOUNDS_EXPLO2 = 1,
XACT_WAVEBANK_SOUNDS_EXPLO3 = 2,
XACT_WAVEBANK_SOUNDS_EXPLO4 = 3,
XACT_WAVEBANK_SOUNDS_NIGHTAMBIENCESIMPLE_02 = 4,
};
#define XACT_WAVEBANK_SOUNDS_ENTRY_COUNT 5
Next lesson: Using positional audio
DirectX Tool Kit docs SoundEffect, SoundEffectInstance, WaveBank
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Xbox One
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20