Platform SDK: DirectX

IDirectSound::CreateSoundBuffer

The IDirectSound::CreateSoundBuffer method creates a DirectSoundBuffer object to hold a sequence of audio samples.

HRESULT CreateSoundBuffer(
  LPCDSBUFFERDESC lpcDSBufferDesc,              
  LPLPDIRECTSOUNDBUFFER lplpDirectSoundBuffer,  
  IUnknown FAR * pUnkOuter                      
);

Parameters

lpcDSBufferDesc
Address of a DSBUFFERDESC structure that contains the description of the sound buffer to be created.
lplpDirectSoundBuffer
Address of a pointer to the new DirectSoundBuffer object, or NULL if the buffer cannot be created.
pUnkOuter
Controlling unknown of the aggregate. Its value must be NULL.

Return Values

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_CONTROLUNAVAIL
DSERR_BADFORMAT
DSERR_INVALIDPARAM
DSERR_NOAGGREGATION
DSERR_OUTOFMEMORY
DSERR_UNINITIALIZED
DSERR_UNSUPPORTED

Remarks

DSBCAPS_CTRLDEFAULT has been removed to encourage use of the individual flags that DSBCAPS_CTRLDEFAULT represents. DSBCAPS_CTRLDEFAULT was previously defined as DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY. By specifying only the flags you need, you cut down on unnecessary resource usage.

Before it can play any sound buffers, the application must specify a cooperative level for a DirectSound object by using the IDirectSound::SetCooperativeLevel method.

The lpDSBufferDesc parameter points to a structure that describes the type of buffer desired, including format, size, and capabilities. The application must specify the needed capabilities, or they will not be available. For example, if the application creates a DirectSoundBuffer object without specifying the DSBCAPS_CTRLFREQUENCY flag, any call to IDirectSoundBuffer::SetFrequency will fail.

The DSBCAPS_STATIC flag can also be specified, in which case DirectSound stores the buffer in on-board memory, if available, to take advantage of hardware mixing. To force the buffer to use either hardware or software mixing, use the DSBCAPS_LOCHARDWARE or DSBCAPS_LOCSOFTWARE flag. Additionally, you can have DirectSound assign a hardware or software resource during playing by using the DSBCAPS_LOCDEFER flag.

To find out if the buffer was created in hardware or software, call the IDirectSoundBuffer:GetCaps method and check for the DBSCAPS_LOCHARDWARE or DSBCAPS_LOCSOFTWARE flag in the dwFlags member of the returned DSBCAPS structure.

Requirements

  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.

See Also

DSBUFFERDESC, IDirectSound::DuplicateSoundBuffer, IDirectSound::SetCooperativeLevel, IDirectSoundBuffer, IDirectSoundBuffer::GetFormat, IDirectSoundBuffer::GetVolume, IDirectSoundBuffer::Lock, IDirectSoundBuffer::Play, IDirectSoundBuffer::SetFormat, IDirectSoundBuffer::SetFrequency