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DSBCAPS_ Values

Use with the dwFlags field of the DSBCaps class.

DSBCAPS_CTRLALL
The buffer must have all control capabilities.
DSBCAPS_CTRLDEFAULT
The buffer should have default control options. This is the same as specifying the DSBCAPS_CTRLPAN, DSBCAPS_CTRLVOLUME, and DSBCAPS_CTRLFREQUENCY flags.
DSBCAPS_CTRLFREQUENCY
The buffer must have frequency control capability.
DSBCAPS_CTRLPAN
The buffer must have pan control capability.
DSBCAPS_CTRLVOLUME
The buffer must have volume control capability.
DSBCAPS_GETCURRENTPOSITION2
Indicates that GetCurrentPosition should use the new behavior of the play cursor. In DirectSound in DirectX 1, 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 position. If this flag is not specified, the old behavior is preserved for compatibility. Note that this flag affects only emulated sound cards; if a DirectSound driver is present, the play cursor is accurate for DirectSound in all versions of DirectX.
DSBCAPS_LOCHARDWARE
Forces the buffer to use hardware mixing, even if DSBCAPS_STATIC is not specified. If the device does not support hardware mixing, or the required hardware memory is not available, the call to CreateSoundBuffer will fail. The application must ensure that a mixing channel will be available for this buffer; this condition is not guaranteed.
DSBCAPS_LOCSOFTWARE
Forces the buffer to be stored in software memory and use software mixing, even if DSBCAPS_STATIC is specified and hardware resources are available.
DSBCAPS_PRIMARYBUFFER
Indicates that the buffer is a primary sound buffer. If this value is not specified, a secondary sound buffer will be created.
DSBCAPS_STATIC
Indicates that the buffer will be used for static sound data. Typically, these buffers are loaded once and played many times. These buffers are candidates for hardware memory.
DSBCAPS_STICKYFOCUS
Changes the focus behavior of the sound buffer. This flag can be specified in an CreateSoundBuffer call. With this flag set, an application using DirectSound can continue to play its sticky focus buffers if the user switches to another application not using DirectSound. In this situation, the application's normal buffers are muted, but the sticky focus buffers are still audible. This is useful for nongame applications, such as movie playback (ActiveMovie™), when the user wants to hear the soundtrack while typing in Word or Excel, for example. However, if the user switches to another DirectSound application, all sound buffers, both normal and sticky focus, in the previous application are muted.


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