Re: Odd Behavior with DirectSound and Threading
From: Phil Taylor (phil_at_private-citizen.com)
Date: 12/29/04
- Next message: Martino Vedana: "Canopus AVI dv -> MSDV"
- Previous message: bonk: "Re: DirectShow FrameGrabber"
- In reply to: Kevin Spencer: "Odd Behavior with DirectSound and Threading"
- Next in thread: Kevin Spencer: "Re: Odd Behavior with DirectSound and Threading"
- Reply: Kevin Spencer: "Re: Odd Behavior with DirectSound and Threading"
- Messages sorted by: [ date ] [ thread ]
Date: Wed, 29 Dec 2004 14:18:39 -0800
the C++ docs, are of course, the first source to consult. they are pretty
clear in that
If the application is multithreaded, the thread that plays the buffer must
continue to exist as long as the buffer is playing. Buffers created on WDM
drivers stop playing when the thread is terminated.
is the thread that starts the play being terminated before the play
terminates?
"Kevin Spencer" <kspencer@takempis.com> wrote in message
news:OqpiqTO7EHA.3236@TK2MSFTNGP15.phx.gbl...
> Does anyone know anything about this? I'm adding sound to my Managed
> Direct3D Terrain Modeller, and I found that if I call
> SecondaryBuffer.Play()
> on any SecondaryBuffer from a spawned thread, it has all kinds of
> problems -
> sound doesn't play, or it plays just a bit of it, etc. However, if I call
> it
> from the main thread, it's fine.
>
> --
> Thanks and Happy Holidays,
> Kevin Spencer
> .Net Developer
> Microsoft MVP
> Neither a follower
> nor a lender be.
>
>
- Next message: Martino Vedana: "Canopus AVI dv -> MSDV"
- Previous message: bonk: "Re: DirectShow FrameGrabber"
- In reply to: Kevin Spencer: "Odd Behavior with DirectSound and Threading"
- Next in thread: Kevin Spencer: "Re: Odd Behavior with DirectSound and Threading"
- Reply: Kevin Spencer: "Re: Odd Behavior with DirectSound and Threading"
- Messages sorted by: [ date ] [ thread ]
Relevant Pages
|