PyDSBCAPS Object

A Python object, representing a DSBCAPS structure

Properties

integer dwFlags
Flags that specify buffer-object capabilities.

Flag Description


DSBCAPS_PRIMARYBUFFERIndicates that the buffer is a primary sound buffer. If this value is not specified, a secondary sound buffer will be created.
DSBCAPS_STATICIndicates that the buffer will be used for static sound data. Typically, these buffers are loaded once and played many times. These buffers are candidates for hardware memory.
DSBCAPS_LOCHARDWAREThe buffer is in hardware memory and uses hardware mixing.
DSBCAPS_LOCSOFTWAREThe buffer is in software memory and uses software mixing.
DSBCAPS_CTRL3DThe buffer is either a primary buffer or a secondary buffer that uses 3-D control. To create a primary buffer, the dwFlags member of the DSBUFFERDESC structure should include the DSBCAPS_PRIMARYBUFFER flag.
DSBCAPS_CTRLFREQUENCYThe buffer must have frequency control capability.
DSBCAPS_CTRLPANThe buffer must have pan control capability.
DSBCAPS_CTRLVOLUMEThe buffer must have volume control capability.
DSBCAPS_CTRLPOSITIONNOTIFYThe buffer must have control position notify capability.
DSBCAPS_STICKYFOCUSChanges the focus behavior of the sound buffer. This flag can be specified in an IDirectSound::CreateSoundBuffer call. With this flag set, an application using DirectSound can continue to play its sticky focus buffers if the user switches to another application not using DirectSound. In this situation, the application's normal buffers are muted, but the sticky focus buffers are still audible. This is useful for nongame applications, such as movie playback (DirectShow™), when the user wants to hear the soundtrack while typing in Microsoft Word or Microsoft® Excel, for example. However, if the user switches to another DirectSound application, all sound buffers, both normal and sticky focus, in the previous application are muted.
DSBCAPS_GLOBALFOCUSThe 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_EXCLUSIVE or DSSCL_WRITEPRIMARY flag for its cooperative level. In this case, the global sounds from other applications will not be audible.
DSBCAPS_GETCURRENTPOSITION2Indicates that IDirectSoundBuffer::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 position. 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_MUTE3DATMAXDISTANCEThe 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.

integer nChannels
Size of the buffer, in bytes.

integer dwUnlockTransferRate
Specifies the rate, in kilobytes per second, at which data is transferred to the buffer memory when IDirectSoundBuffer::Unlock is called. High-performance applications can use this value to determine the time required for IDirectSoundBuffer::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.

integer nAvgBytesPerSec
Specifies whether the returned handle is inherited when a new process is created. If this member is TRUE, the new process inherits the handle. Sentinel