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IDirectSound::CreateSoundBuffer | Microsoft Docs
https://docs.microsoft.com/en-us/previous-versions/windows/desktop/mt708943(v=vs.85)
Remarks. 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 …
IDirectSound8::CreateSoundBuffer Method | Microsoft Docs
https://docs.microsoft.com/en-us/previous-versions/windows/desktop/ee418039(v=vs.85)
Remarks. DirectSound does not initialize the contents of the buffer, and the application cannot assume that it contains silence. If an attempt is made to create a buffer with the DSBCAPS_LOCHARDWARE flag on a system where hardware acceleration is not available, the method fails with either DSERR_CONTROLUNAVAIL or DSERR_INVALIDCALL, depending on the …
#4906 (Wrong channel mapping) – FFmpeg
https://trac.ffmpeg.org/ticket/4906
SDL_OpenAudio (8 channels, 44100 Hz): 1 (mono) and 2 (stereo) channels supported SDL_OpenAudio (6 channels, 44100 Hz): DirectSound CreateSoundBuffer: Invalid parameter SDL_OpenAudio (4 channels, 44100 Hz): DirectSound CreateSoundBuffer: Invalid parameter
SDL_OpenAudio - Simple DirectMedia Layer
https://www.libsdl.org/release/SDL-1.2.15/docs/html/sdlopenaudio.html
Description. This function opens the audio device with the desired parameters, and returns 0 if successful, placing the actual hardware parameters in the structure pointed to by obtained. If obtained is NULL, the audio data passed to the callback function will be guaranteed to be in the requested format, and will be automatically converted to the hardware audio format if necessary.
IDirectSound8::CreateSoundBuffer() - Invalid call ...
https://www.gamedev.net/forums/topic/406204-idirectsound8createsoundbuffer---invalid-call/
I've just finished writing some classes to provide access to basic sound playing features via DirectSound but I've run into a problem with creating secondary sound buffers via IDirectSound8::CreateSoundBuffer(). I'm not sure if my code is missing something or what because I've not really used Direc
SDL2/SDL_directsound.c at master · emscripten …
https://github.com/emscripten-ports/SDL2/blob/master/src/audio/directsound/SDL_directsound.c
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DirectSound CreateSoundBuffer Problem - Graphics and GPU ...
https://www.gamedev.net/forums/topic/389517-directsound-createsoundbuffer-problem/
m_parentWindow = (HWND)parentWindow; HRESULT hr; LPDIRECTSOUNDBUFFER primaryBuffer; int count; // Initialize COM if( FAILED( hr = CoInitialize( NULL )) ) { return false; } // Create IDirectSound using the primary sound device if( FAILED( hr = DirectSoundCreate( NULL, &m_pDS, NULL ) ) ) { MessageBox( NULL, DXGetErrorString8(hr), "DirectSoundCreate Error", …
c++ - Can I use Mix_OpenAudio and SDL_OpenAudio in …
https://stackoverflow.com/questions/4597252/can-i-use-mix-openaudio-and-sdl-openaudio-in-the-same-game
While using SDL_OpenAudio(), it's a singleton, by trace into SDL source code, you may find that there was a current_audio object and this is the global audio object. If you open multiple audio files in the same time, this may cause race condition.
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