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Failed To Lock Directsound Buffer


When you''re done with the sound buffer, you must Unlock() it. Login Register Login Username: Password: Lost Password? All that you see here, is all that I''ve done. Find Reply DaTankAC Linux tester Posts: 1.819 Threads: 12 Joined: Mar 2011 Reputation: 55 Location: Florida, USA #4 01-27-2014, 12:23 AM These kinds of errors can be tricky to track down http://jscience.net/failed-to/failed-to-lock-index-buffer-in-cmeshdx8-lockindexbuffer-gmod.html

but if you load up the DirectX control panel you can increase the level of debug output for DirectSound. Therefore you have to write some of your data to the first pointer and the rest to the second one. rsize1 contains the location of the Play cursor within the buffer, which defines the end limit of the chunk to write. */ if(dwBytes > size5) //Last write wrapped around. { dwOffset Look, this is really bugging me now.

Idirectsoundbuffer Play

You cannot reply to this topic 18 replies to this topic ' #1 Luhz Members 109 Like 0Likes Like Posted 22 June 2006 - 11:20 AM I've been writing Try Xaudio. The following flags are defined. Going to try this next, I'll post how it goes right away.

So DirectSound balks at it since it can't tell how big the struct you passed in is. SSE4.2.. dwFlags Flags modifying the lock event. Failure to do so can cause audio breakup or silence on some sound device configurations.

First a sound is loaded to memory, then when it is played it's size is checked against size5 to see if it exceeds the size of the buffer, if so then SSE2.. Can someone please tell me how to get locking and unlocking a DSound buffer to work? Switch Visual Studio MSDN Library The topic you requested is included in another documentation set.

PS: Thanks for such a quick response. unsigned long sizelwrite; //Number of bytes moved to buffer in last write. I'll edit my post with a picture of the Audio Settings in just a few moments. Reply to quoted postsClear » Forums » Home » Forums » The Technical Side » DirectX and XNA Change Theme IP.Board GDNet 3.4.1 GDNet 6.0 English (USA) English (USA) English

Idirectsoundbuffer8 Release

If you wish to continue this conversation start a new topic. Can someone please move this? « Last Edit: 23 August 2010, 21:51:55 by Mukora » Logged Mukora Daemon Posts: 9 Re: [solved] Exception: Failed to Lock Direct sound buffer « Reply Idirectsoundbuffer Play How many seconds are you buffering? Directsound Example Return Value If the method succeeds, the return value is DS_OK.

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. http://jscience.net/failed-to/failed-to-create-the-z-buffer-possibly-out-of-memory.html Yes No Additional feedback? 1500 characters remaining Submit Skip this Thank you! Any help will be appreciated, thank you very much! Now if someone could find th error I would be really pleased.

The sound buffer should not be locked for long periods of time; if it is, the play cursor will reach the locked bytes and configuration-dependent audio problems, possibly random noise, will Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. See Also IDirectSoundBuffer | IDirectSoundBuffer::GetCurrentPosition | IDirectSoundBuffer::Unlock  Last updated on Thursday, April 08, 2004 © 1992-2003 Microsoft Corporation. http://jscience.net/failed-to/failed-to-flush-buffer-no-buffer-to-flush.html Username or email: Forum Password I've forgotten my password Remember me This is not recommended for shared computers Sign in anonymously Don't add me to the active users list Privacy Policy

So here is an example of locking the 4000 bytes sound buffer:BYTE *ptr_audio1,*ptr_audio2;int length1,length2;if(FAILED(lpdsbuffer->Lock(0,4000,(void **)&ptr_audio1,&length1,(void **)&ptr_audio2,&length2,DSBLOCK_ENTIREBUFFER))){ // error}Once you''ve locked the buffer, you''re free to write into the memory. We appreciate your feedback. Reply to quoted postsClear » Forums » Home » Forums » The Technical Side » DirectX and XNA Change Theme IP.Board GDNet 3.4.1 GDNet 6.0 English (USA) English (USA) English

Under these conditions, I don't believe there can be any issues with initialization.

dwWriteBytes Size, in bytes, of the portion of the buffer to lock. SSE.. Try Xaudio. All rights reserved.

for(int i = 0; i < size1; i++) { Create2DBuffer(&buff2d[i]); } /*--------------------------------------------------------------*/ bool Create2DBuffer(LPDIRECTSOUNDBUFFER8* ppDsb8) { WAVEFORMATEX wfx; memset(&wfx, 0, sizeof(WAVEFORMATEX)); DSBUFFERDESC dsbdesc; memset(&dsbdesc, 0, sizeof(DSBUFFERDESC)); LPDIRECTSOUNDBUFFER pDsb = NULL; // Sign up now Direct Sound - locking and unlocking buffers Started by Wilben, Mar 18 2000 04:30 AM Old topic! Back to top ' #13 Luhz Members 109 Like 0Likes Like Posted 24 June 2006 - 04:37 AM Here you have it //Init() LPDIRECTSOUND8 lpds; //Device LPDIRECTSOUNDBUFFER lpdsb; //Primary http://jscience.net/failed-to/failed-to-flush-stream-buffer.html I also tried running it in compatibility mode with XP, no luck with that either.

You can Also call It A complete Game Coding Guide.The book is organized into four parts:Game Programming Fundamentals (Chapters 1–4): Exposes some stuff that you’ll want in your game programming toolbox, For example, if the buffer is located in on-card memory, the pointer might be an address to a temporary buffer in system memory. dwBytes Size, in bytes, of the portion of the buffer to lock. Back to top ' #8 paradoxnj Members 208 Like 0Likes Like Posted 23 June 2006 - 07:51 AM Are you using DirectSound8 interfaces?

Project Coordinator Contract at Milton Public Library Web / Game Developer Contract at Milton Public Library Senior Lecturer/Lecturer Game Technology in Programming Full-Time at NHTV Breda University of Applied Sciences OpenGL/C++ It's good practice to build your buffers according to the data that will be stored in them. It also introduces...https://books.google.co.uk/books/about/The_Secret_Of_Game_Coding.html?id=wz2nBAAAQBAJ&utm_source=gb-gplus-shareThe Secret Of Game CodingMy libraryHelpAdvanced Book SearchBuy eBook - SEK10.29The Secret Of Game Coding: Game Coding Complete GuideMike McShaffry, BookSmartBooksmart, 30 Sep 2014 - 960 pages 0 Reviewshttps://books.google.co.uk/books/about/The_Secret_Of_Game_Coding.html?id=wz2nBAAAQBAJIt I suggest that you look into DirectSound's built in buffer management functions.

When attempting to change the algorithm for calculating those values several times, I discovered that the lock will succeed the first 5 times, then fail on the next lock (which would Register now! If the lock does wrap, ppvAudioBytes2 points to the beginning of the buffer. Could someone PLEASE show me how to do this?

If the method fails, the return value may be one of the following error values: DSERR_BUFFERLOST DSERR_INVALIDCALL DSERR_INVALIDPARAM DSERR_PRIOLEVELNEEDED Remarks This method accepts an offset and a byte count, and returns Below are the relevant pieces of code: #define size3 50 //Total SoundFX #define size5 352800 //2 seconds @ 44100Hz struct Sound { char file[256]; //Filename char* data; //Pointer to file in

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