Microsoft DirectX 8.1 (C++) |
Because Windows is a multitasking environment, more than one application can be working with a device driver at any one time. Through the use of cooperative levels, DirectX makes sure that each application does not gain access to the device in the wrong way or at the wrong time. Each DirectSound application has a cooperative level that determines the extent to which it is allowed to access the device.
After creating a DirectSound object, you must set the cooperative level for the device by using the IDirectSound8::SetCooperativeLevel method before you can play sounds.
The following example sets the cooperative level for the DirectSound device represented by the IDirectSound8 interface at lpDirectSound. The hwnd parameter is the handle to the application window.
HRESULT hr = lpDirectSound->SetCooperativeLevel(hwnd, DSSCL_PRIORITY);
DirectSound defines three cooperative levels for sound devices, represented by the values DSSCL_NORMAL, DSSCL_PRIORITY, and DSSCL_WRITEPRIMARY.
Note The DSSCL_EXCLUSIVE cooperative level available in versions earlier than DirectX 8.0 is obsolete. It is no longer possible for a DirectX application to mute other applications. Applications that request the exclusive level are granted the priority level instead.
At the normal cooperative level, the application cannot set the format of the
When using a DirectSound device with the priority cooperative level, the application has first rights to hardware resources, such as hardware mixing, and can set the format of the primary sound buffer and compact the on-board memory of the device.
Game applications should use the priority cooperative level in almost all circumstances. This level gives the most robust behavior while allowing the application control over sampling rate and bit depth. The priority cooperative level also allows audio from other applications, such as IP telephony, to be heard along with the audio from the game.
The highest cooperative level is write-primary. When using a DirectSound device with this cooperative level, your application has direct access to the primary sound buffer. In this mode, the application must write directly to the primary buffer. Secondary buffers cannot be played while this is happening.
An application must be set to the write-primary level in order to obtain direct write access to the audio samples in the primary buffer. If the application is not set to this level, then all calls to the IDirectSoundBuffer8::Lock method will fail.
When your application is set to the write-primary cooperative level and gains the foreground, all secondary buffers for other applications are stopped and marked as lost. When your application in turn moves to the background, its primary buffer is marked as lost and must be restored when the application again moves to the foreground. For more information, see Buffer Management.
You cannot set the write-primary cooperative level if a DirectSound driver is not present on the user's system. To determine whether this is the case, call the IDirectSound8::GetCaps method and check for the DSCAPS_EMULDRIVER flag in the DSCAPS structure.
For more information, see Writing to the Primary Buffer.