Microsoft DirectX 8.1 (C++) |
The DSBCAPS structure describes the capabilities of a DirectSound buffer object. Used by the IDirectSoundBuffer8::GetCaps method.
Syntax
typedef struct {
DWORD dwSize;
DWORD dwFlags;
DWORD dwBufferBytes;
DWORD dwUnlockTransferRate;
DWORD dwPlayCpuOverhead;
} DSBCAPS, *LPDSBCAPS;
typedef const DSBCAPS *LPCDSBCAPS;
Members
dwSize
Size of the structure, in bytes. This member must be initialized before the structure is used.
dwFlags
Flags that specify buffer-object capabilities. Use one or more of the values shown in the following table.
Value | Description |
DSBCAPS_CTRL3D | The buffer has 3-D 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 | Indicates that IDirectSoundBuffer8::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 cursor. 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_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. |
DSBCAPS_PRIMARYBUFFER | The buffer is a |
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. |
dwBufferBytes
Size of this buffer, in bytes.
dwUnlockTransferRate
Specifies the rate, in kilobytes per second, at which data is transferred to the buffer memory when IDirectSoundBuffer8::Unlock is called. High-performance applications can use this value to determine the time required for IDirectSoundBuffer8::Unlock to execute. For software buffers located in system memory, the rate will be very high because no processing is required. For hardware buffers, the rate might be slower because the buffer might have to be downloaded to the sound card, which might have a limited transfer rate.
dwPlayCpuOverhead
Specifies the processing overhead as a percentage of main processing cycles needed to mix this sound buffer. For hardware buffers, this member will be zero because the mixing is performed by the sound device. For software buffers, this member depends on the buffer format and the speed of the system processor.
Remarks
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.
Requirements
Header: Declared in Dsound.h.
See Also