private Microsoft.DirectX.DirectSound.Buffer m_SoundBuffer; // Holds a DirectSound SecondaryBuffer.
m_SoundBuffer.Play(0, BufferPlayFlags.Looping);
Member Value Description
TerminateByPriority 32 If the hardware has no available voices, a currently playing buffer will be stopped to make room for the new buffer. The buffer prematurely terminated will be the one with the lowest priority as set by the [color=var(--blue)] priority parameter [color=var(--blue)] Play method for the buffer.
TerminateByDistance 16 If the hardware has no available voices, a currently playing buffer will be stopped to make room for the new buffer. The buffer prematurely terminated will be selected from buffers that have the buffer's [color=var(--blue)] BufferDescription.Mute3DAtMaximumDistance property set to true and are beyond their maximum distance. If there are no such buffers, the method fails.
TerminateByTime 8 If the hardware has no available voices, a currently playing nonlooping buffer will be stopped to make room for the new buffer. The buffer prematurely terminated is the one with the least time left to play.
LocateInSoftware 4 Play this voice in a software buffer only. This flag cannot be combined with LocateInHardware or any voice management flag.
LocateInHardware 2 Play this voice in a hardware buffer only. If the hardware has no available voices and no voice management flags are set, the [color=var(--blue)] Play method fails. This flag cannot be combined with LocateInSoftware.
Looping 1 After the end of the audio buffer is reached, play restarts at the beginning of the buffer. Play continues until explicitly stopped. This flag must be set when playing a primary buffer.
Default 0 Play this voice with the default settings.
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