The DSBCAPS structure describes the capabilities of a DirectSound buffer object. It is used by the IDirectSoundBuffer8::GetCaps method.
typedef struct DSBCAPS { DWORD dwSize; DWORD dwFlags; DWORD dwBufferBytes; DWORD dwUnlockTransferRate; DWORD dwPlayCpuOverhead; } DSBCAPS;
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 DSBUFFERDESC. |
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. |
The DSBCAPS structure contains information similar to that found in the DSBUFFERDESC structure passed to the IDirectSound8::CreateSoundBuffer method, with some additional information. Additional information includes the location of the buffer (hardware or software) and some cost measures (such as the time to download the buffer if located in hardware, and the processing overhead to play the buffer if it is mixed in software).
The dwFlags member contains the same flags used by the DSBUFFERDESC structure. The only difference is that in the DSBCAPS structure, either the DSBCAPS_LOCHARDWARE or DSBCAPS_LOCSOFTWARE flag is specified, according to the location of the buffer. In the DSBUFFERDESC structure, these flags are optional and are used to force the buffer to be located in either hardware or software.
Header: Declared in Dsound.h.
IDirectSound8::CreateSoundBuffer | IDirectSoundBuffer8::GetCaps