青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品

天行健 君子當自強而不息

用DirectX Audio和DirectShow播放聲音和音樂(1)


音樂就是一系列的音符,這些音符在不同的時間用不同的幅度被播放或者停止。有非常多的指令被用來播放音樂,但是這些指令的操作基本相同,都在使用各種各樣不同的音符。在計算機上進行作曲,實際上是存儲了很多組音樂,回放時由音頻硬件將這些音符播放出來。

Midi格式(文件擴展名是.MID)是存儲數字音樂的標準格式。

DirectMusic 音樂片段(music segments)使用.SGT文件擴展名,其他的相關文件包括樂隊文件(band file .BND),這種文件里面包含樂器信息;弦映射表文件(chordmaps file .CDM)包含在回放時修改音樂的和弦指令;樣式文件(styles file .STY)包含回放樣式信息;模板文件(templates file .TPL)包含創造音樂片段的模板。

Midi是一種非常強大的音樂格式,惟一的不利因素是音樂品質依賴于音樂合成器的性能,因為Midi 僅僅記錄了音符,其播放的品質由播放音樂的軟硬件決定。MP3文件(文件后綴為.MP3)是一種類似于波表文件的文件格式,但是MP3文件和WAV文件最大的區別在于MP3文件將聲音壓縮到了最小的程度,但是音質卻基本不變。可以用DirectShow組件播放MP3文件,DirectShow組件是一個非常強大的多媒體組件,用DirectShow幾乎可以播放任何媒體文件,包括聲音和音頻文件,部分聲音文件我們只能用DirectShow播放。

Direct Audio是一個復合組件,它由DirectSound和DirectMusic兩個組件組成,如下圖所示:

DirectMusic在DirectX8中得到了巨大的增強,但是DirectSound基本保持原有的狀態。DirectSound是主要的數字聲音回放組件。DirectMusic處理所有的樂曲格式,包括MIDI、DirectMusic本地格式文件和波表文件。DirectMusic處理完之后將它們送入DirectSound中做其他處理,這意味著回放MIDI的時候可以使用數字化的樂器。

使用DirectSound

使用時需要創建一個和聲卡通訊的COM對象,用這個COM對象再創造一些獨立的聲音數據緩沖區(被稱之為輔助音頻緩沖區 secondary sound buffers)來存儲音頻數據。緩沖區中的這些數據在主混音緩存(稱之為主音頻緩存 primary sound buffer)中被混合,然后可以用指定的任何格式播放出來。回放格式通過采樣頻率、聲道數、采樣精度排列,可能的采樣頻率有8000HZ, 11025HZ,22050HZ和44100HZ(CD音質)。

對于聲道數可以有兩個選擇:單通道的單聲道聲音和雙通道的立體聲聲音。采樣精度被限制在兩種選擇上:8位的低質量聲音和16位的高保真聲音。在沒有修改的情況下,DirectSound主緩沖區的默認設置是22025HZ采樣率、8位精度、立體聲。在DirectSound中可以調整聲音的播放速度(這同樣會改變聲音的音調),調整音量 、循環播放等。甚至還可以在一個虛擬的 3D環境中播放,以模擬一個實際環繞在周圍的聲音。

需要做的是將聲音數據充滿緩沖區,如果聲音數據太大的話,必須創建流播放方法,加載聲音數據中的一小塊,當這一小塊播放完畢以后,再加載另外的小塊數據進緩沖區,一直持續這個過程,直到聲音被處理完畢。在緩沖區中調整播放位置可以實現流式音頻,當播放完成通知應用程序更新音頻數據。這個通知更新的過程我們稱之為“通告”。在同一時間被播放的緩存數目雖然沒有限制,但是仍然需要保證緩沖區數目不要太多,因為每增加一個緩沖區,就要消耗很多內存和CPU資源。

在項目中使用DirectSound和DirectMusic,需要添加頭文件dsound.h和dmsuic.h,并且需要鏈接DSound.lib到包含庫中,添加DXGuid.lib庫可以讓DirectSound更容易使用。

以下是DirectSound COM接口:

IDirectSound8:DirectSound接口。
IDirectSoundBuffer8:主緩沖區和輔助緩沖區接口,保存數據并控制回放。
IDirectSoundNotify8:通知對象,通知應用程序指定播放位置已經達到。

各個對象間的關系如下圖所示:



IDirectSound8是主接口,用它來創建緩沖區(IDirectSoundBuffer8),然后用緩沖區接口創建通告接口(IDirectSoundNotify8),通告接口告訴應用程序指定的位置已經到達,通告接口在流化音頻文件時非常有用。

初始化DirectSound

使用 DirectSound的第一步是創建IDirectSound8對象,IDirectSound8起到控制音頻硬件設備的作用,可以通過 DirectSoundCreate8函數來創建。

The DirectSoundCreate8 function creates and initializes an object that supports the IDirectSound8 interface.

HRESULT DirectSoundCreate8(
LPCGUID lpcGuidDevice,
LPDIRECTSOUND8 * ppDS8,
LPUNKNOWN pUnkOuter
);

Parameters

lpcGuidDevice
Address of the GUID that identifies the sound device. The value of this parameter must be one of the GUIDs returned by DirectSoundEnumerate, or NULL for the default device, or one of the following values.

 

Value Description
DSDEVID_DefaultPlayback System-wide default audio playback device. Equivalent to NULL.
DSDEVID_DefaultVoicePlayback Default voice playback device.

 

ppDS8
Address of a variable to receive an IDirectSound8 interface pointer.
pUnkOuter
Address of the controlling object's IUnknown interface for COM aggregation. Must be NULL, because aggregation is not supported.

Return Values

If the function succeeds, it returns DS_OK. If it fails, the return value may be one of the following.
 

Return Code
DSERR_ALLOCATED
DSERR_INVALIDPARAM
DSERR_NOAGGREGATION
DSERR_NODRIVER
DSERR_OUTOFMEMORY

Remarks

The application must call the IDirectSound8::SetCooperativeLevel method immediately after creating a device object.

 

創建主音頻緩沖區

用 IDirectSoundBuffer對象控制主音頻緩沖區,創建主緩沖區不需要DirectX8的接口,因為這個接口從來沒有改變。用來創建音頻緩沖區的函數是IDirectSound8::CreateSoundBuffer。
 

The CreateSoundBuffer method creates a sound buffer object to manage audio samples.

HRESULT CreateSoundBuffer(
LPCDSBUFFERDESC pcDSBufferDesc,
LPDIRECTSOUNDBUFFER * ppDSBuffer,
LPUNKNOWN pUnkOuter
);

Parameters

pcDSBufferDesc
Address of a DSBUFFERDESC structure that describes the sound buffer to create.
ppDSBuffer
Address of a variable that receives the IDirectSoundBuffer interface of the new buffer object. Use QueryInterface to obtain IDirectSoundBuffer8. IDirectSoundBuffer8 is not available for the primary buffer.
pUnkOuter
Address of the controlling object's IUnknown interface for COM aggregation. Must be NULL.

Return Values

If the method succeeds, the return value is DS_OK, or DS_NO_VIRTUALIZATION if a requested 3D algorithm was not available and stereo panning was substituted. See the description of the guid3DAlgorithm member of DSBUFFERDESC. If the method fails, the return value may be one of the error values shown in the following table.
 

Return code
DSERR_ALLOCATED
DSERR_BADFORMAT
DSERR_BUFFERTOOSMALL
DSERR_CONTROLUNAVAIL
DSERR_DS8_REQUIRED
DSERR_INVALIDCALL
DSERR_INVALIDPARAM
DSERR_NOAGGREGATION
DSERR_OUTOFMEMORY
DSERR_UNINITIALIZED
DSERR_UNSUPPORTED

Remarks

DirectSound does not initialize the contents of the buffer, and the application cannot assume that it contains silence.

If an attempt is made to create a buffer with the DSBCAPS_LOCHARDWARE flag on a system where hardware acceleration is not available, the method fails with either DSERR_CONTROLUNAVAIL or DSERR_INVALIDCALL, depending on the operating system.


pcDSBufferDesc是一個指向DSBUFFERDESC結構的指針,保存所創建的緩沖區的信息。
 

The DSBUFFERDESC structure describes the characteristics of a new buffer object. It is used by the IDirectSound8::CreateSoundBuffer method and by the DirectSoundFullDuplexCreate8 function.

An earlier version of this structure, DSBUFFERDESC1, is maintained in Dsound.h for compatibility with DirectX 7 and earlier.

typedef struct DSBUFFERDESC {
DWORD dwSize;
DWORD dwFlags;
DWORD dwBufferBytes;
DWORD dwReserved;
LPWAVEFORMATEX lpwfxFormat;
GUID guid3DAlgorithm;
} DSBUFFERDESC;

Members

dwSize
Size of the structure, in bytes. This member must be initialized before the structure is used.
dwFlags
Flags specifying the capabilities of the buffer. See the dwFlags member of the DSBCAPS structure for a detailed listing of valid flags.
dwBufferBytes
Size of the new buffer, in bytes. This value must be 0 when creating a buffer with the DSBCAPS_PRIMARYBUFFER flag. For secondary buffers, the minimum and maximum sizes allowed are specified by DSBSIZE_MIN and DSBSIZE_MAX, defined in Dsound.h.
dwReserved
Reserved. Must be 0.
lpwfxFormat
Address of a WAVEFORMATEX or WAVEFORMATEXTENSIBLE structure specifying the waveform format for the buffer. This value must be NULL for primary buffers.
guid3DAlgorithm
Unique identifier of the two-speaker virtualization algorithm to be used by DirectSound3D hardware emulation. If DSBCAPS_CTRL3D is not set in dwFlags, this member must be GUID_NULL (DS3DALG_DEFAULT). The following algorithm identifiers are defined.

 

Value Description Availability
DS3DALG_DEFAULT DirectSound uses the default algorithm. In most cases this is DS3DALG_NO_VIRTUALIZATION. On WDM drivers, if the user has selected a surround sound speaker configuration in Control Panel, the sound is panned among the available directional speakers. Applies to software mixing only. Available on WDM or Vxd Drivers.
DS3DALG_NO_VIRTUALIZATION 3D output is mapped onto normal left and right stereo panning. At 90 degrees to the left, the sound is coming out of only the left speaker; at 90 degrees to the right, sound is coming out of only the right speaker. The vertical axis is ignored except for scaling of volume due to distance. Doppler shift and volume scaling are still applied, but the 3D filtering is not performed on this buffer. This is the most efficient software implementation, but provides no virtual 3D audio effect. When the DS3DALG_NO_VIRTUALIZATION algorithm is specified, HRTF processing will not be done. Because DS3DALG_NO_VIRTUALIZATION uses only normal stereo panning, a buffer created with this algorithm may be accelerated by a 2D hardware voice if no free 3D hardware voices are available. Applies to software mixing only. Available on WDM or Vxd Drivers.
DS3DALG_HRTF_FULL The 3D API is processed with the high quality 3D audio algorithm. This algorithm gives the highest quality 3D audio effect, but uses more CPU cycles. See Remarks. Applies to software mixing only. Available on Microsoft Windows 98 Second Edition and later operating systems when using WDM drivers.
DS3DALG_HRTF_LIGHT The 3D API is processed with the efficient 3D audio algorithm. This algorithm gives a good 3D audio effect, but uses fewer CPU cycles than DS3DALG_HRTF_FULL. Applies to software mixing only. Available on Windows 98 Second Edition and later operating systems when using WDM drivers.

需要設置的惟一一個值是dwFlags,這是一系列標志,用于決定緩沖區性能。
dwFlags
Flags that specify buffer-object capabilities. Use one or more of the values shown in the following table.

 

Value Description
DSBCAPS_CTRL3D The buffer has 3D control capability.
DSBCAPS_CTRLFREQUENCY The buffer has frequency control capability.
DSBCAPS_CTRLFX The buffer supports effects processing.
DSBCAPS_CTRLPAN The buffer has pan control capability.
DSBCAPS_CTRLVOLUME The buffer has volume control capability.
DSBCAPS_CTRLPOSITIONNOTIFY The buffer has position notification capability. See the Remarks for DSCBUFFERDESC.
DSBCAPS_GETCURRENTPOSITION2 The buffer uses the new behavior of the play cursor when IDirectSoundBuffer8::GetCurrentPosition is called. In the first version of DirectSound, the play cursor was significantly ahead of the actual playing sound on emulated sound cards; it was directly behind the write cursor. Now, if the DSBCAPS_GETCURRENTPOSITION2 flag is specified, the application can get a more accurate play cursor. If this flag is not specified, the old behavior is preserved for compatibility. This flag affects only emulated devices; if a DirectSound driver is present, the play cursor is accurate for DirectSound in all versions of DirectX.
DSBCAPS_GLOBALFOCUS The buffer is a global sound buffer. With this flag set, an application using DirectSound can continue to play its buffers if the user switches focus to another application, even if the new application uses DirectSound. The one exception is if you switch focus to a DirectSound application that uses the DSSCL_WRITEPRIMARY flag for its cooperative level. In this case, the global sounds from other applications will not be audible.
DSBCAPS_LOCDEFER The buffer can be assigned to a hardware or software resource at play time, or when IDirectSoundBuffer8::AcquireResources is called.
DSBCAPS_LOCHARDWARE The buffer uses hardware mixing.
DSBCAPS_LOCSOFTWARE The buffer is in software memory and uses software mixing.
DSBCAPS_MUTE3DATMAXDISTANCE The sound is reduced to silence at the maximum distance. The buffer will stop playing when the maximum distance is exceeded, so that processor time is not wasted. Applies only to software buffers.
DSBCAPS_PRIMARYBUFFER The buffer is a primary buffer.
DSBCAPS_STATIC The buffer is in on-board hardware memory.
DSBCAPS_STICKYFOCUS The buffer has sticky focus. If the user switches to another application not using DirectSound, the buffer is still audible. However, if the user switches to another DirectSound application, the buffer is muted.
DSBCAPS_TRUEPLAYPOSITION Force IDirectSoundBuffer8::GetCurrentPosition to return the buffer's true play position. This flag is only valid in Windows Vista.
以下是創建聲音緩沖區的代碼:
 
    // setup the DSBUFFERDESC structure
    DSBUFFERDESC ds_buffer_desc;

    
// zero out strcutre
    ZeroMemory(&ds_buffer_desc, sizeof(DSBUFFERDESC));

    ds_buffer_desc.dwSize        = 
sizeof(DSBUFFERDESC); 
    ds_buffer_desc.dwFlags       = DSBCAPS_CTRLVOLUME;
    ds_buffer_desc.dwBufferBytes = wave_format.nAvgBytesPerSec * 2;  
// 2 seconds
    ds_buffer_desc.lpwfxFormat   = &wave_format;

    
// create the fist version object
    if(FAILED(g_ds->CreateSoundBuffer(&ds_buffer_desc, &ds, NULL)))
    {
        
// error ocuurred
        MessageBox(NULL, "Unable to create sound buffer", "Error", MB_OK);
    }

設置格式


對于格式,有一系列的選擇,但是建議在11025HZ、16位、單通道;22050HZ、16位、單通道中選擇。選擇格式的時候,不要嘗試使用立體聲,立體聲浪費處理時間,而且效果很難評估。同樣也不要使用16位以外的采樣精度,因為這會導致音質的大幅下降。對于采樣頻率來說,越高越好,但是也不要設置超過 22050HZ,在這個采樣頻率下,也能表現出CD音質的水準而沒有太多的損失。

設置回放格式需要通過調用 IDirectSoundBuffer::SetFormat。
 

The SetFormat method sets the format of the primary buffer. Whenever this application has the input focus, DirectSound will set the primary buffer to the specified format.

HRESULT SetFormat(
LPCWAVEFORMATEX pcfxFormat
);

Parameters

pcfxFormat
Address of a WAVEFORMATEX structure that describes the new format for the primary sound buffer.

Return Values

If the method succeeds, the return value is DS_OK. If the method fails, the return value may be one of the following error values:
 

Return code
DSERR_BADFORMAT
DSERR_INVALIDCALL
DSERR_INVALIDPARAM
DSERR_OUTOFMEMORY
DSERR_PRIOLEVELNEEDED
DSERR_UNSUPPORTED

Remarks

The format of the primary buffer should be set before secondary buffers are created.

The method fails if the application has the DSSCL_NORMAL cooperative level.

If the application is using DirectSound at the DSSCL_WRITEPRIMARY cooperative level, and the format is not supported, the method fails.

If the cooperative level is DSSCL_PRIORITY, DirectSound stops the primary buffer, changes the format, and restarts the buffer. The method succeeds even if the hardware does not support the requested format; DirectSound sets the buffer to the closest supported format. To determine whether this has happened, an application can call the GetFormat method for the primary buffer and compare the result with the format that was requested with the SetFormat method.

This method is not available for secondary sound buffers. If a new format is required, the application must create a new DirectSoundBuffer object.


這個函數惟一的參數是指向WAVEFORMATEX結構的指針,該結構保存已設置的格式信息。
 

The WAVEFORMATEX structure defines the format of waveform-audio data. Only format information common to all waveform-audio data formats is included in this structure. For formats that require additional information, this structure is included as the first member in another structure, along with the additional information.

This structure is part of the Platform SDK and is not declared in Dsound.h. It is documented here for convenience.

typedef struct WAVEFORMATEX {
WORD wFormatTag;
WORD nChannels;
DWORD nSamplesPerSec;
DWORD nAvgBytesPerSec;
WORD nBlockAlign;
WORD wBitsPerSample;
WORD cbSize;
} WAVEFORMATEX;

Members

wFormatTag
Waveform-audio format type. Format tags are registered with Microsoft Corporation for many compression algorithms. A complete list of format tags can be found in the Mmreg.h header file. For one- or two-channel PCM data, this value should be WAVE_FORMAT_PCM.
nChannels
Number of channels in the waveform-audio data. Monaural data uses one channel and stereo data uses two channels.
nSamplesPerSec
Sample rate, in samples per second (hertz). If wFormatTag is WAVE_FORMAT_PCM, then common values for nSamplesPerSec are 8.0 kHz, 11.025 kHz, 22.05 kHz, and 44.1 kHz. For non-PCM formats, this member must be computed according to the manufacturer's specification of the format tag.
nAvgBytesPerSec
Required average data-transfer rate, in bytes per second, for the format tag. If wFormatTag is WAVE_FORMAT_PCM, nAvgBytesPerSec should be equal to the product of nSamplesPerSec and nBlockAlign. For non-PCM formats, this member must be computed according to the manufacturer's specification of the format tag.
nBlockAlign
Block alignment, in bytes. The block alignment is the minimum atomic unit of data for the wFormatTag format type. If wFormatTag is WAVE_FORMAT_PCM or WAVE_FORMAT_EXTENSIBLE, nBlockAlign must be equal to the product of nChannels and wBitsPerSample divided by 8 (bits per byte). For non-PCM formats, this member must be computed according to the manufacturer's specification of the format tag.

Software must process a multiple of nBlockAlign bytes of data at a time. Data written to and read from a device must always start at the beginning of a block. For example, it is illegal to start playback of PCM data in the middle of a sample (that is, on a non-block-aligned boundary).

wBitsPerSample
Bits per sample for the wFormatTag format type. If wFormatTag is WAVE_FORMAT_PCM, then wBitsPerSample should be equal to 8 or 16. For non-PCM formats, this member must be set according to the manufacturer's specification of the format tag. If wFormatTag is WAVE_FORMAT_EXTENSIBLE, this value can be any integer multiple of 8. Some compression schemes cannot define a value for wBitsPerSample, so this member can be zero.
cbSize
Size, in bytes, of extra format information appended to the end of the WAVEFORMATEX structure. This information can be used by non-PCM formats to store extra attributes for the wFormatTag. If no extra information is required by the wFormatTag, this member must be set to zero. For WAVE_FORMAT_PCM formats (and only WAVE_FORMAT_PCM formats), this member is ignored.
以下設置音頻格式為:11025HZ、單通道、16位。
 
    // setup the WAVEFORMATEX structure
    WAVEFORMATEX wave_format;

    ZeroMemory(&wave_format, 
sizeof(WAVEFORMATEX));

    wave_format.wFormatTag      = WAVE_FORMAT_PCM;
    wave_format.nChannels       = 1;        
// mono
    wave_format.nSamplesPerSec  = 11025;    
    wave_format.wBitsPerSample  = 16;
    wave_format.nBlockAlign     = (wave_format.wBitsPerSample / 8) * wave_format.nChannels;
    wave_format.nAvgBytesPerSec = wave_format.nSamplesPerSec * wave_format.nBlockAlign;


閱讀下篇:用DirectX Audio和DirectShow播放聲音和音樂(2)

posted on 2007-07-26 17:51 lovedday 閱讀(6475) 評論(2)  編輯 收藏 引用

評論

# re: 用DirectX Audio和DirectShow播放聲音和音樂(1)[未登錄] 2009-09-08 20:04 ln

博主的文章很好,看了很受啟發,最近我要做聲音方面的東西,但是在網上找不大到相關的資料,樓主能推薦個網址之類的嗎,還有這方面的書我也搜了半天沒搜到,麻煩樓主給推薦下吧。謝謝了。  回復  更多評論   

# re: 用DirectX Audio和DirectShow播放聲音和音樂(1) 2015-03-24 17:24 王小亮

很瘦啟發。。學習了。  回復  更多評論   

公告

導航

統計

常用鏈接

隨筆分類(178)

3D游戲編程相關鏈接

搜索

最新評論

青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
  • <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            久久免费视频在线| 欧美激情二区三区| 亚洲三级色网| 亚洲日本理论电影| 亚洲香蕉成视频在线观看 | 欧美gay视频| 欧美日韩精品一本二本三本| 欧美日韩精品免费观看视一区二区 | 亚洲精品中文字幕有码专区| 欧美日韩一区二区欧美激情| 小嫩嫩精品导航| 亚洲国产精品免费| 国产精品国产三级国产普通话99| 欧美经典一区二区三区| 麻豆91精品| 欧美日韩一级视频| 欧美综合第一页| 亚洲欧美成人网| 久久精品女人| 亚洲第一黄网| 亚洲午夜伦理| 免费在线观看精品| 国产精品久久久久aaaa九色| 欧美日韩在线电影| 欧美一区二区高清在线观看| 在线亚洲免费| 久久精品电影| 欧美在线亚洲| 乱中年女人伦av一区二区| 亚洲福利视频专区| 午夜亚洲激情| 欧美色大人视频| 亚洲国产成人精品久久久国产成人一区 | 欧美理论电影网| 一区免费在线| 欧美一区二区三区啪啪| 国产精品夜夜夜| 日韩视频一区二区在线观看| 欧美日韩免费在线视频| 伊人久久大香线蕉av超碰演员| 99这里有精品| 欧美一区二区性| 欧美一区二区视频在线观看2020 | 久久久久在线| 99国产精品国产精品久久| 久久在精品线影院精品国产| 欧美一区二区三区免费视频| 蜜月aⅴ免费一区二区三区| 国产精品久久久久久久久动漫| 久久精品男女| 欧美sm视频| 欧美一区二区三区男人的天堂| 猛男gaygay欧美视频| 欧美精品观看| 免费不卡在线观看av| 亚久久调教视频| 欧美人与禽猛交乱配视频| 亚洲国产精品久久久久秋霞蜜臀 | 亚洲综合激情| 国产美女精品免费电影| 亚洲精品欧美在线| 在线视频日韩| 亚洲人成网站在线观看播放| 一区二区三区精品在线 | 国产亚洲激情| 日韩一级精品| 欧美在线观看一区二区三区| 欧美成人视屏| 久久福利一区| 一区二区在线免费观看| 亚洲少妇自拍| 国产一区导航| 欧美日韩高清在线| 蜜臀av性久久久久蜜臀aⅴ四虎| 久久一区欧美| 欧美在线亚洲一区| 久久综合伊人77777蜜臀| 国产精品性做久久久久久| 国产精品高潮呻吟久久| 欧美mv日韩mv国产网站app| 亚洲永久免费| 亚洲图片欧美日产| 日韩视频免费观看高清在线视频| 国产免费亚洲高清| 欧美日韩综合在线| 欧美精品免费播放| 欧美凹凸一区二区三区视频| 亚洲午夜一二三区视频| 国产精品国产三级国产普通话三级| 久久免费视频在线| 亚洲欧美激情精品一区二区| 免费亚洲一区| 亚洲午夜精品网| 亚洲精品国产精品乱码不99 | 99热这里只有精品8| 国产一区二区高清不卡| 欧美性猛交视频| 欧美风情在线观看| 久久国内精品视频| 欧美一区91| 中文网丁香综合网| 亚洲三级国产| 久久久xxx| 欧美一区二区三区精品| 亚洲香蕉网站| 老色批av在线精品| 美日韩精品免费| 一区二区三区国产精品| 亚洲伊人第一页| 欧美成熟视频| 亚洲天堂久久| 免费一级欧美在线大片| 亚洲精品乱码久久久久久按摩观| 欧美高清视频一区二区| 亚洲国产日韩一级| 久久国产精品亚洲77777| 午夜精品久久久久久久久久久| 国产亚洲欧美日韩日本| 亚洲女ⅴideoshd黑人| 亚洲精品老司机| 午夜老司机精品| 在线亚洲精品| 免费在线亚洲| 久久免费视频在线观看| 国产精品午夜在线| 一区二区三区免费看| 一本色道久久综合亚洲精品按摩| 久久夜色精品国产亚洲aⅴ| 久久精品视频在线免费观看| 国产精品久久婷婷六月丁香| 9人人澡人人爽人人精品| 99国产精品视频免费观看| 欧美成人精品影院| 免费成年人欧美视频| 影院欧美亚洲| 久久漫画官网| 亚洲国产高清视频| 99精品免费视频| 99精品欧美一区| 日韩视频精品| 夜夜嗨av一区二区三区中文字幕 | 亚洲欧美国产精品va在线观看| 国产亚洲在线| 国产精品永久入口久久久| 欧美日本不卡| 欧美午夜一区二区三区免费大片| 欧美日韩国产在线观看| 欧美日韩在线免费视频| 亚洲国产三级网| 美女精品在线| 亚洲精品在线三区| 亚洲永久在线观看| 国产亚洲精品一区二555| 欧美有码视频| 欧美黑人在线播放| 亚洲小视频在线观看| 国产欧美日韩一级| 久久久久久高潮国产精品视| 欧美成人在线网站| 亚洲一区二区三区成人在线视频精品| 狠狠综合久久| 亚洲福利专区| 99精品视频网| 亚洲国产欧洲综合997久久| 欧美日韩不卡| 性久久久久久久久| 亚洲国产综合在线| 午夜一区二区三区在线观看| 国产一区二区三区在线观看网站| 久久美女性网| 亚洲一卡二卡三卡四卡五卡| 欧美成人免费在线观看| 亚洲欧美精品一区| 亚洲经典一区| 国产一区成人| 国产精品v一区二区三区| 久久精品日产第一区二区三区 | 亚欧美中日韩视频| 在线精品视频免费观看| 欧美性事免费在线观看| 玖玖视频精品| 亚洲免费综合| 99国产精品久久久| 亚洲电影在线看| 久久久福利视频| 亚洲欧美www| 99精品视频免费在线观看| 一区精品在线| 国产亚洲毛片在线| 欧美午夜久久久| 欧美巨乳波霸| 免费观看成人鲁鲁鲁鲁鲁视频| 亚洲欧美中日韩| 亚洲无毛电影| 一区二区三区回区在观看免费视频| 亚洲高清久久| 亚洲电影免费观看高清完整版在线观看 | 久久一区二区三区四区| 亚洲在线日韩| 亚洲天堂激情|