Buffer.Read Method |
Language: |
Reads the current data in the buffer.
Visual Basic Public Function Read( _
ByVal bufferStartingLocation As Integer, _
ByVal returnedDataType As Type, _
ByVal flag As LockFlag, _
ByVal ranks() As Integer _
) As ArrayC# public Array Read(
int bufferStartingLocation,
Type returnedDataType,
LockFlag flag,
int[] ranks
);C++ public:
Array^ Read(
int bufferStartingLocation,
Type^ returnedDataType,
LockFlag flag,
array<int>^ ranks
);JScript public function Read(
bufferStartingLocation : int,
returnedDataType : Type,
flag : LockFlag,
ranks : int[]
) : Array;
bufferStartingLocation System.Int32
An integer that represents the offet, in bytes, of where to begin reading from the buffer. This parameter is ignored if LockFlag.FromWriteCursor is specified in the flag parameter.returnedDataType System.Type
Value that indicates the Type of the returned array.flag Microsoft.DirectX.DirectSound.LockFlag
A LockFlag enumerated value that describes the type of lock to perform.ranks System.Int32[]
Array of one to three Int32 values that indicate the dimensions of the returning Array. The maximum number of ranks allowed is three.
System.Array
An Array of type returnDataType that contains the data read from the buffer.
Exceptions
ArgumentException An invalid parameter was passed to the called method, or numberBytesToRead is set to zero. ArgumentNullException One or more parameters is null. ArgumentOutOfRangeException The ranks parameter is out of range. The maximum number of dimensions for the ranks array is three. BufferLostException The buffer memory has been lost and must be restored. InvalidCallException The method call is invalid. For example, a method's parameter might not be valid. NotSupportedException Unable to write to the receiving stream object, data. Check if the stream is writable. PriorityLevelNeededException A cooperative level of Priority or higher is required.
SecondaryBuffer
Send comments about this topic to Microsoft. © Microsoft Corporation. All rights reserved.
Feedback? Please provide us with your comments on this topic.
For more help, visit the DirectX Developer Center