DirectX SDK

Port Property Sets

[Visual Basic]

This topic pertains only to applications written in C++. DirectX for Visual Basic does not support port property sets.

[C++]

Through property sets, DirectMusic provides unlimited support for new features in hardware and drivers. A property set is associated with a particular port.

Hardware vendors define new capabilities as properties and publish the specification for these properties, including GUIDs. You can use the IKsControl::KsProperty method to find out whether a property is available, and then to set and retrieve values for that property. Obtain the IKsControl interface for a port by calling the IDirectMusicPort::QueryInterface method, passing IID_IKsControl as the interface identifier.

A property set is represented by a GUID, and each item within the set is represented by a zero-based index. The meaning of the indexed items for a GUID never changes. For a list of the property sets supported by DirectMusic, see KSPROPERTY.

All property sets predefined by DirectMusic have only one item, usually at index 0. However, the full definition of kernel-streaming (KS) properties is supported, and vendors are free to create property sets with any number of items and instances, and data of any size.

Routing of the property item request to the port varies, depending on the port implementation. No properties are supported by ports that represent DirectMusic emulation over the Win32 handle-based multimedia calls (the midiOut and midiIn functions).

The following code example uses the IKsControl::KsProperty method to determine if the port supports General MIDI in hardware:

BOOL IsGMSupported(IDirectMusicPort *pPort) 
{ 
    HRESULT     hr; 
    IKsControl  *pControl; 
    KSPROPERTY  ksp; 
    DWORD       dwFlags; 
    ULONG       cb; 
    BOOL        fIsSupported;
 
    // Query for an IKsControl interface.
    hr = pPort->QueryInterface(IID_IKsControl, (void**)&pControl); 
    if (FAILED(hr)) 
    { 
        // Port does not support properties; assume no GM support.
        return FALSE; 
    }
    // Ask about GM. 
    ksp.Set   = GUID_DMUS_PROP_GM_Hardware; 
    ksp.Id    = 0; 
    ksp.Flags = KSPROPERTY_TYPE_BASICSUPPORT;
    hr = pControl->KsProperty(&ksp, sizeof(ksp),
            &dwFlags, sizeof(dwFlags), &cb);
    fIsSupported = FALSE; 
    if (SUCCEEDED(hr) || (cb >= sizeof(dwFlags))
    {
        // Set is supported.
        fIsSupported = (BOOL)(dwFlags & KSPROPERTY_TYPE_GET);
    }
    pControl->Release();
    return fIsSupported;
}

The following code example shows how a property can be changed. In this case, the reverberation properties of the software synthesizer are set to those contained in a DMUS_WAVES_REVERB_PARAMS structure.

/* Assume that m_* variables have been initialized to valid values.
   m_pPort is a pointer to IDirectMusicPort. */
 
DMUS_WAVES_REVERB_PARAMS Params;
 
Params.fInGain = m_fReverbIn;
Params.fHighFreqRTRatio = m_fReverbHigh;
Params.fReverbMix = m_fReverbMix;
Params.fReverbTime = m_fReverbTime;
 
IKsControl *pControl;
if (m_pPort)
{
    // Query for IKsControl interface.
    HRESULT hr = m_pPort->QueryInterface(IID_IKsControl,
            (void**)&pControl);
    if (SUCCEEDED(hr)) 
    {
        KSPROPERTY ksp;
        ULONG cb;
 
        ZeroMemory(&ksp, sizeof(ksp));
        ksp.Set   = GUID_DMUS_PROP_WavesReverb;
        ksp.Id    = 0;
        ksp.Flags = KSPROPERTY_TYPE_SET;
 
        pControl->KsProperty(&ksp,
                             sizeof(ksp),
                             (LPVOID)&Params,
                             sizeof(Params),
                             &cb);
        pControl->Release();
    }
}

The following code example turns on the reverb effect for the port represented by m_pPort:

DWORD dwEffects = 0;
IKsControl *pControl;
HRESULT hr = m_pPort->QueryInterface(IID_IKsControl,
        (void**)&pControl);
if (SUCCEEDED(hr)) 
{
  KSPROPERTY ksp;
  ULONG cb;
 
  ZeroMemory(&ksp, sizeof(ksp));
  dwEffects = DMUS_EFFECT_REVERB;
  ksp.Set   = GUID_DMUS_PROP_Effects;
  ksp.Id    = 0;
  ksp.Flags = KSPROPERTY_TYPE_SET;
 
  pControl->KsProperty(&ksp,
             sizeof(ksp),
             (LPVOID)&dwEffects,
             sizeof(dwEffects),
             &cb);
  pControl->Release();
}

The final example shows how you might turn off reverb, leaving any other effects intact:

DWORD dwEffects = 0;
IKsControl *pControl;
HRESULT hr = m_pPort->QueryInterface(IID_IKsControl,
        (void**)&pControl);
if (SUCCEEDED(hr)) 
{
  KSPROPERTY ksp;
  ULONG cb;
 
  ZeroMemory(&ksp, sizeof(ksp));
  ksp.Set   = GUID_DMUS_PROP_Effects;
  ksp.Id    = 0;
  ksp.Flags = KSPROPERTY_TYPE_GET;
 
  pControl->KsProperty(&ksp,
             sizeof(ksp),
             (LPVOID)&dwEffects,
             sizeof(dwEffects),
             &cb);

  ZeroMemory(&ksp, sizeof(ksp));
  dwEffects = dwEffects & ~DMUS_EFFECT_REVERB;
  ksp.Set   = GUID_DMUS_PROP_Effects;
  ksp.Id    = 0;
  ksp.Flags = KSPROPERTY_TYPE_SET;
 
  pControl->KsProperty(&ksp,
             sizeof(ksp),
             (LPVOID)&dwEffects,
             sizeof(dwEffects),
             &cb);

  pControl->Release();
}