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class PlaySound
{
private System.IO.Stream stream;
private enum Flags
{
SND_SYNC = 0x0000, /* play synchronously (default) */
SND_ASYNC = 0x0001, /* play asynchronously */
SND_NODEFAULT = 0x0002, /* silence (!default) if sound not found */
SND_MEMORY = 0x0004, /* pszSound points to a memory file */
SND_LOOP = 0x0008, /* loop the sound until next sndPlaySound */
SND_NOSTOP = 0x0010, /* don't stop any currently playing sound */
SND_NOWAIT = 0x00002000, /* don't wait if the driver is busy */
SND_ALIAS = 0x00010000, /* name is a registry alias */
SND_ALIAS_ID = 0x00110000, /* alias is a predefined ID */
SND_FILENAME = 0x00020000, /* name is file name */
SND_RESOURCE = 0x00040004 /* name is resource name or atom */
}
[DllImport("CoreDll.DLL", EntryPoint = "PlaySound", SetLastError = true)]//using System.Runtime.InteropServices;
private extern static int WCE_PlaySoundBytes(byte[] szSound, IntPtr hMod, int flags);
public void Play(int num)
{
stream = System.Reflection.Assembly.GetExecutingAssembly().GetManifestResourceStream("projectName.soundName.wav");//声音文件设置为“嵌入的资源”
byte[] m_soundBytes = new byte[stream.Length];
stream.Read(m_soundBytes, 0, (int)stream.Length);
WCE_PlaySoundBytes(m_soundBytes, IntPtr.Zero, (int)(Flags.SND_ASYNC | Flags.SND_MEMORY));
}
}
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