DirectX SDK |
The IDirectSound::DuplicateSoundBuffer method creates a new DirectSoundBuffer object that uses the same buffer memory as the original object.
HRESULT DuplicateSoundBuffer( LPDIRECTSOUNDBUFFER lpDsbOriginal, LPLPDIRECTSOUNDBUFFER lplpDsbDuplicate );
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:
DSERR_ALLOCATED |
DSERR_INVALIDCALL |
DSERR_INVALIDPARAM |
DSERR_OUTOFMEMORY |
DSERR_UNINITIALIZED |
The new object can be used just like the original.
Initially, the duplicate buffer will have the same parameters as the original buffer. However, the application can change the parameters of each buffer independently, and each can be played or stopped without affecting the other.
If data in the buffer is changed through one object, the change will be reflected in the other object because the buffer memory is shared.
The buffer memory will be released when the last object referencing it is released.
Applications cannot assume that an attempt to duplicate a sound buffer will always succeed. In particular, DirectSound will not create a software duplicate of a hardware buffer.
Windows NT/2000: Requires Windows NT 4.0 SP3 or later.
Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
Header: Declared in dsound.h.
Import Library: Use dsound.lib.