Week12上課筆記
(1) 主題:鍵盤
(2) 主題:聲音,音樂
(3) 複習:階層 T-R-T骨架
(4) 作業:能操控的機器人
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如何播出音樂
下載Wav檔案 到資料夾
輸入下列程式碼
紅色框框處需要自行新增
----
//#include <iostream>
#include<windows.h>
#include<mmsystem.h>
//using namespace std;
int main()
{
PlaySound("C:\\Users\\user\\Downloads\\ambul.wav",NULL,SND_SYNC);
/// cout << "Hello world!" << endl;
/// return 0;
}
----
創建GLUT專案
一樣要在FreeGLUT創建流程
網址複製.....創建專案...
一樣要在FreeGLUT創建流程
網址複製.....創建專案...
在第137行 加入兩行程式碼
制行後
先撥放音樂 --> 再開啟視窗
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製作鋼琴
還有鋼琴的音階檔案( do,re,mi,fa,so) . wav檔案
就可以彈鋼琴了
------------------------
先撥放音樂 --> 再開啟視窗
----------------
製作鋼琴
加入下列五行程式碼
還有鋼琴的音階檔案( do,re,mi,fa,so) . wav檔案
就可以彈鋼琴了
------------------------
播放自己的音樂
在專案的資料夾 加入 CMP3_MCI.h 檔案
加入程式碼
將mp3檔案放到 指定路徑上面
("C:\\Users\\user\\Downloads\\MUSIC.mp3");
按下執行 就開始播放
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下列為全部程式碼
/*
* 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"CMP3_MCI.h" ///雙引號,先找自己現在的目錄
CMP3_MCI myMP3; ///宣告一個我們要用的物件
#include <mmsystem.h>
static void key(unsigned char key, int x, int y)
{
myMP3.Load("C:\\Users\\user\\Downloads\\MUSIC.mp3");
myMP3.Play();
///if(key=='1') PlaySound("C:\\Users\\user\\Downloads\\music\\do.wav",NULL,SND_ASYNC);
///if(key=='2') PlaySound("C:\\Users\\user\\Downloads\\music\\re.wav",NULL,SND_ASYNC);
///if(key=='3') PlaySound("C:\\Users\\user\\Downloads\\music\\mi.wav",NULL,SND_ASYNC);
///if(key=='4') PlaySound("C:\\Users\\user\\Downloads\\music\\fa.wav",NULL,SND_ASYNC);
///if(key=='5') PlaySound("C:\\Users\\user\\Downloads\\music\\so.wav",NULL,SND_ASYNC);
12
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 */
int main(int argc, char *argv[])
{
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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