Background music in DirectX C++

can someone help me please? I'm trying to get my game to have background music as the game is being played I have DirectSound.cpp and .h and in mygame.cpp i have:
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//Everything is Initialized, Drawn, Ran  and Cleared fom memory

//include the head file
#include "MyDirectX.h"
using namespace std;

//names the window
const string APPTITLE = "P0NG";
//sets the screen size
const int SCREENW = 1024;
const int SCREENH = 768;


//defining images from the SPRITE struct
SPRITE paddle1, paddle2, ball, background;
//setting up the font
LPD3DXFONT fontArial24 = NULL;

//setting up the pictures / animations
LPDIRECT3DTEXTURE9 imgBackground = NULL;
LPDIRECT3DTEXTURE9 imgBall = NULL;
LPDIRECT3DTEXTURE9 imgPaddle = NULL;

//the wave sound
CSound *sound_BallHit = NULL;
CSound *sound_Score = NULL;
CSound *sound_Win = NULL;

//initializes everything that is needed
bool Game_Init(HWND window)
{
     //initialize Direct3D, and sets fullscreen or windowed mode
    Direct3D_Init(window, SCREENW, SCREENH, false);

     //initializes input devices
    DirectInput_Init(window);

	//initialize DirectSound
    DirectSound_Init(window);
  
	//creating the font
	fontArial24 = MakeFont("Arial",24);

	//load the sprite textures
    imgPaddle = LoadTexture("paddle.png");
    if (!imgPaddle) return false;
	imgBall = LoadTexture("asteroid.tga");
	if (!imgBall) return false;
	imgBackground = LoadTexture("background.png");
	if (!imgBackground) return false;

	//set properties for the paddle1
	paddle1.x = 50;
	paddle1.y = 250;
	paddle1.width = 42;
	paddle1.height = 187;
	paddle1.columns = 1;
	paddle1.startframe = 0;
	paddle1.endframe = 1;
	paddle1.velx = 0.5f;
	paddle1.vely = 0.5f;

	//set properties for the paddle2
	paddle2.x = SCREENW-100;
	paddle2.y = 250;
	paddle2.width = 42;
	paddle2.height = 187;
	paddle2.columns = 1;
	paddle2.startframe = 0;
	paddle2.endframe = 1;
	paddle2.velx = 0.5f;
	paddle2.vely = 0.5f;

	//setting properties for asteroid 1
	ball.x = 550;
	ball.y = 400;
	ball.width = ball.height = 60;
	ball.columns = 8;
	ball.startframe = 0;
	ball.endframe = 63;
	ball.velx = -1.0f;
	ball.vely = -1.0f;

	background.x = 0;
	background.y = 0;
	background.width = 1024;
	background.height = 768;

	//load BallHit wave file
    sound_BallHit = LoadSound("BallHit.wav");

	//load Score wave file
    sound_Score = LoadSound("Score.wav");

	//load YouWin Sound
	sound_Win = LoadSound("YouWin.mid");
	
    return true;
}

void Game_Run(HWND window)
{	
	//initializing variables for the hit counter, and the text's X location
	//converting an INT to a STRING
	static int hitCount=0;
	string hits;
	stringstream out;
	out << hitCount;
	hits=out.str();

	
	//checking if the d3d device is running properly
    if (!d3ddev) return;

    //checking for keypresses/mouseclicks
    DirectInput_Update();

    //Sets the background color
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,255,255), 1.0f, 0);


	//move the paddle2 up/down with W and S keys
	if (Key_Down(DIK_UP))
	{
		paddle2.y -= 1.0f;
		if (paddle2.y < 0) paddle2.y = 0;
	}
	//moves the paddle1 down if the key is pressed
	if (Key_Down(DIK_DOWN)) 
	{
		paddle2.y += 1.0f;
		if (paddle2.y > SCREENH - paddle2.height)
			paddle2.y = SCREENH - paddle2.height;
	}

	//move the paddle1 up/down with arrow keys
	if (KEY_DOWN('W'))
	{
		paddle1.y -= 1.0f;
		if (paddle1.y < 0) paddle1.y = 0;
	}
	//moves the paddle1 down if the key is pressed
	if (KEY_DOWN('S')) 
	{
		paddle1.y += 1.0f;
		if (paddle1.y > SCREENH - paddle1.height)
			paddle1.y = SCREENH - paddle1.height;
	}

	if (Collision(paddle1, ball))
	{
		ball.velx *= -1;
		ball.x += 2;
		if (Collision(paddle1, ball))
		{
			ball.vely *= -1;
			if (ball.y+ball.width/2 < paddle1.y+paddle1.width)
			{
				ball.y -= 4;
			}
			else
			{
				ball.y += 4;
			}
		}
			hitCount++;
			PlaySound(sound_BallHit);
	}

	//test for collisions on paddle1 + asteroid 1 and increases the hitcounter when it does
	if (Collision(paddle2, ball))
	{
		ball.velx *= -1;
		ball.x -= 2;
		if (Collision(paddle2, ball))
		{
			ball.vely *= -1;
			if (ball.y+ball.width/2 < paddle2.y+paddle2.width)
			{
				ball.y -= 4;
			}
			else
			{
				ball.y += 4;
			}
		}
			hitCount++;
			PlaySound(sound_BallHit);
	}
	
	
	//sets the direction and horizontal + vertical speeds and changes their direction when it goes off the screen
	ball.x += ball.velx;
	ball.y += ball.vely;

	if (ball.x < 0)
		ball.velx = 1.0f;
	if (ball.x > SCREENW-ball.width)
		ball.velx = -1.0f;

	if (ball.y < 0)
	{
		ball.y = 1;
		ball.vely = 1.0f;
	}
	if (ball.y > SCREENH-ball.height)
	{
		ball.y = SCREENH-ball.height;
		ball.vely = -1.0f;
	}

	//sets animation properties
	Sprite_Animate(ball.frame, ball.startframe, ball.endframe, ball.direction, ball.starttime, ball.delay);

	

	//test for collisions on paddle1 + ball and increases the hitcounter when it does
	
	
	
    //starts drawing all animations/pics and text
    if (d3ddev->BeginScene())
    {
        //*** insert sprite code here ***
		spriteobj->Begin(D3DXSPRITE_ALPHABLEND);

		Sprite_Draw_Frame(imgBackground, background.x, background.y, background.frame, background.width, background.height, background.columns);
		//Draws the sprites to the screen
		Sprite_Draw_Frame(imgPaddle, paddle1.x, paddle1.y, paddle1.frame, paddle1.width, paddle1.height, paddle1.columns);
		//Draws the sprites to the screen
		Sprite_Draw_Frame(imgPaddle, paddle2.x, paddle2.y, paddle2.frame, paddle2.width, paddle2.height, paddle2.columns);
		//Draws the sprites to the screen
		Sprite_Draw_Frame(imgBall, ball.x, ball.y, ball.frame, ball.width, ball.height, ball.columns);

	
		
		//draws the test for the hit counter
		FontPrint(fontArial24, 550, 0, hits,D3DCOLOR_XRGB(0,0,255));
		FontPrint(fontArial24, 425, 0, "Hit Counter =" ,D3DCOLOR_XRGB(0,0,255));

		//stop drawing
        spriteobj->End();

        //stop rendering
        d3ddev->EndScene();
        d3ddev->Present(NULL, NULL, NULL, NULL);
    }

    //detects keypresses and ends the game if detected
    if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN('Q')) gameover = true;
	
    //controller Back button also ends
    if (controllers[0].wButtons & XINPUT_GAMEPAD_BACK)
        gameover = true;

}
//shuts everything down
void Game_End()
{
    //free memory and shut down
	if (imgPaddle) imgPaddle->Release();
	if (imgBall) imgBall->Release();
	if (imgBackground) imgBackground->Release();
	if (fontArial24) fontArial24->Release(); 

	//Stop Sounds
	if (sound_BallHit) delete sound_BallHit;
	if (sound_Score) delete sound_Score;

	//function that shuts down the sound
	DirectSound_Shutdown();
	//function that shuts down the input devices
    DirectInput_Shutdown();
	//function that shuts down all drawn sprites etc. 
    Direct3D_Shutdown();
}


Any help would be appreciated.
Thanks in advance :)
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