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Creating Secondary Buffers

[The feature associated with this page, DirectSound, is a legacy feature. It has been superseded by WASAPI and Audio Graphs. Media Casting have been optimized for Windows 10 and Windows 11. Microsoft strongly recommends that new code use Media Casting instead of DirectSound, when possible. Microsoft suggests that existing code that uses the legacy APIs be rewritten to use the new APIs if possible.]

To create a buffer, call the IDirectSound8::CreateSoundBuffer method. This method returns a pointer to an IDirectSoundBuffer interface, from which the application can obtain an IDirectSoundBuffer8 interface.

The following example function creates a secondary sound buffer and returns the IDirectSoundBuffer8 interface.

HRESULT CreateBasicBuffer(LPDIRECTSOUND8 lpDirectSound, LPDIRECTSOUNDBUFFER8* ppDsb8) 
{ 
  WAVEFORMATEX wfx; 
  DSBUFFERDESC dsbdesc; 
  LPDIRECTSOUNDBUFFER pDsb = NULL;
  HRESULT hr; 
 
  // Set up WAV format structure. 

  memset(&wfx, 0, sizeof(WAVEFORMATEX)); 
  wfx.wFormatTag = WAVE_FORMAT_PCM; 
  wfx.nChannels = 2; 
  wfx.nSamplesPerSec = 22050; 
  wfx.nBlockAlign = 4; 
  wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign; 
  wfx.wBitsPerSample = 16; 
 
  // Set up DSBUFFERDESC structure. 
 
  memset(&dsbdesc, 0, sizeof(DSBUFFERDESC)); 
  dsbdesc.dwSize = sizeof(DSBUFFERDESC); 
  dsbdesc.dwFlags = 
    DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY
    | DSBCAPS_GLOBALFOCUS; 
  dsbdesc.dwBufferBytes = 3 * wfx.nAvgBytesPerSec; 
  dsbdesc.lpwfxFormat = &wfx; 
 
  // Create buffer. 
 
  hr = lpDirectSound->CreateSoundBuffer(&dsbdesc, &pDsb, NULL); 
  if (SUCCEEDED(hr)) 
  { 
     hr = pDsb->QueryInterface(IID_IDirectSoundBuffer8, (LPVOID*) ppDsb8);
     pDsb->Release();
  } 
  return hr;
} 

The example function creates a streaming buffer large enough to hold 3 seconds of streaming data. Nonstreaming buffers should be made just large enough to accommodate the entire sound.

The DSBCAPS_GLOBALFOCUS flag in the example ensures that the buffer will continue playing even when the application window is not in the foreground. Without this flag, the buffer will be muted when another application or even a dialog box has the input focus.

If the location of a buffer is not specified, DirectSound places it in hardware-controlled memory if possible. Because hardware buffers are mixed by the sound card processor, they have much less impact on application performance.

If you wish to specify the location of a buffer rather than letting DirectSound decide where it belongs, set either the DSBCAPS_LOCHARDWARE or DSBCAPS_LOCSOFTWARE flag in the DSBUFFERDESC structure. If the DSBCAPS_LOCHARDWARE flag is set and there are insufficient hardware resources, the buffer creation request fails.

To take advantage of the voice management features of DirectSound, specify the DSBCAPS_LOCDEFER flag when creating the buffer. This flag defers the allocation of resources for the buffer until it is played. For more information, see Dynamic Voice Management.

You can ascertain the location of an existing buffer by using the IDirectSoundBuffer8::GetCaps method and checking the dwFlags member of the DSBCAPS structure for either the DSBCAPS_LOCHARDWARE or DSBCAPS_LOCSOFTWARE flags. One or the other is always specified.

Buffer objects are owned by the device object that created them. When the device object is released, all buffers created by that object are also released and should not be referenced.