DirectX SDK |
This tutorial pertains only to applications written in C++. See DirectMusic Visual Basic Tutorials.
DMDonuts cues a different primary segment in two places: when the game level changes, and when the first hit is made on a donut on any level. The following code is from the CheckForHits function. When the function finds that a hit is the first to have occurred on this level, it tells the DirectMusic composer to create a transition from the current (introductory) theme to the action theme. The call to IDirectMusicComposer::AutoTransition also cues the transition and the following action segment so that they play automatically; in this case, the transition will start on the next measure boundary.
if (gapSegment[SEGMENT_TRANS_1]) { gapSegment[SEGMENT_TRANS_1]->Release(); } gpComposer->AutoTransition( gpPerformance, // The performance gapSegment[SEGMENT_2], // The next primary segment DMUS_COMMANDT_FILL, // Embellishment type DMUS_COMPOSEF_MODULATE | // Modulate to new key DMUS_COMPOSEF_MEASURE, // and start on measure gapChordMap[gnCurrentStyle] [gnCurrentChordMap], // Use current chordmap &gapSegment[SEGMENT_TRANS_1], // Created transition segment NULL, NULL // No segment states needed );
Note that you don't have to stop the first segment. It stops automatically when a transition or new primary segment is played.
Next: Step 8: Play a Motif