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How to compile sound files directly into an exe.

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Submitted on: 1/4/2015 4:48:00 AM
By: John Bell (from psc cd)  
Level: Intermediate
User Rating: By 4 Users
Compatibility: Microsoft Visual C++
Views: 629
 
     Shows a technique for having wav files compiled directly into an executable.

This article has accompanying files
 
				/*This is an example of how to have .wav files compiled as resources directly into your 

executable file. In vc++ 6.0 I could not find an option to insert these types of
resources directly. I did, however, find a bit of info on how to do this in
directly. First, copy the wav file into your project folder. Then open the
.rc file using notepad. Add the following lines, changing them to match your wav file:

/////////////////////////////////////////////////////////////////////////////
//
// WAVE
//

IDR_WAVE_INFOWAVEMOVEABLE PURE"info.wav"

IDR_WAVE_INFO is the id for the wave .WAVE MOVEABLE PURE has to do with the type of
resource it is. "info.wav" is, of course, the path of the resource...in this case
that happens to
be in our project folder. Calling this will be different then calling a .wav
external to your .exe.The following function illustartes how to do this:*/

void playres()
{
HGLOBAL hGlobMem;//handle to a global memory lock
HRSRC hWaveRes;//handle to a resource
if (hWaveRes = FindResource(NULL,"IDR_WAVE_INFO","WAVE"))//using findresource to get a handle to the resurce
{// Resource intact; load into GLOBAL MEMORY/GMEM_SHARED memory
if (hGlobMem = LoadResource(NULL,hWaveRes))//using load resource to load it into a global mem block
{ // Load resource into global memory and play.
// Play sound resource via sndPlaySound() using
// SND_MEMORY flag.
// Application waits until sndPlaySound completes
// given SND_SYNC.
// SND_MEMORY (first parameter is ptr to memory image
// vs. filename).
sndPlaySound((LPSTR)LockResource(hGlobMem),SND_SYNC | SND_MEMORY);
FreeResource(hGlobMem);
}
else MessageBox(NULL,"No resource!","Multimedia Sampler!",MB_ICONHAND);
GlobalFree(hGlobMem);//be nice and free the global mem block
}
else MessageBox(NULL,"Lost resource!","Multimedia Sampler!",MB_ICONHAND);
}

P.S....I received a feedback that mentioned the
following point I forgot to bring up about making
a reference to winmm.lib:
thejackal0101@hotmail.com
Comment: maybe this one is little bit more easy
make sure you you put the lib in your project
winmm.lib and put the wave file in the resource this just example
this was just an idea nothing big
#include
#define IDI_FACE 101
#define IDR_WAVE1 102
LRESULT CALLBACK WndProc(HWND hWnd,UINT iMsg,WPARAM wParam,LPARAM lParam)
{
switch(iMsg)
{
case WM_CREATE:
//playing sound
PlaySound(MAKEINTRESOURCE(IDR_WAVE1),NULL, SND_RESOURCE | SND_ASYNC );

break;
case WM_CLOSE:
PostQuitMessage(0);
break;
case WM_DESTROY:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd,iMsg,wParam,lParam);
}
return 0;
}

..he's right...same idea but a bit shorter code....mad props

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