EffectsExtension.GenAuxiliaryEffectSlots Method
Definition
Important
Some information relates to prerelease product that may be substantially modified before it’s released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
Overloads
GenAuxiliaryEffectSlots(Int32) |
The GenAuxiliaryEffectSlots function is used to create one or more Auxiliary Effect Slots. The number of slots that can be created will be dependant upon the Open AL device used. |
GenAuxiliaryEffectSlots(Int32, Int32) |
The GenAuxiliaryEffectSlots function is used to create one or more Auxiliary Effect Slots. The number of slots that can be created will be dependant upon the Open AL device used. |
GenAuxiliaryEffectSlots(Int32, UInt32) |
The GenAuxiliaryEffectSlots function is used to create one or more Auxiliary Effect Slots. The number of slots that can be created will be dependant upon the Open AL device used. |
GenAuxiliaryEffectSlots(Int32)
The GenAuxiliaryEffectSlots function is used to create one or more Auxiliary Effect Slots. The number of slots that can be created will be dependant upon the Open AL device used.
public int[] GenAuxiliaryEffectSlots (int n);
member this.GenAuxiliaryEffectSlots : int -> int[]
Parameters
- n
- Int32
Number of Auxiliary Effect Slots to be created.
Returns
Pointer addressing sufficient memory to store n Effect Slot object identifiers.
Remarks
An application should check the OpenAL error state after making this call to determine if the Effect Slot was successfully created. If the function call fails then none of the requested Effect Slots are created. A good strategy for creating any OpenAL object is to use a for-loop and generate one object each loop iteration and then check for an error condition. If an error is set then the loop can be broken and the application can determine if sufficient resources are available.
Applies to
GenAuxiliaryEffectSlots(Int32, Int32)
The GenAuxiliaryEffectSlots function is used to create one or more Auxiliary Effect Slots. The number of slots that can be created will be dependant upon the Open AL device used.
public void GenAuxiliaryEffectSlots (int n, out int slots);
member this.GenAuxiliaryEffectSlots : int * -> unit
Parameters
- n
- Int32
Number of Auxiliary Effect Slots to be created.
- slots
- Int32
Pointer addressing sufficient memory to store n Effect Slot object identifiers.
Remarks
An application should check the OpenAL error state after making this call to determine if the Effect Slot was successfully created. If the function call fails then none of the requested Effect Slots are created. A good strategy for creating any OpenAL object is to use a for-loop and generate one object each loop iteration and then check for an error condition. If an error is set then the loop can be broken and the application can determine if sufficient resources are available.
Applies to
GenAuxiliaryEffectSlots(Int32, UInt32)
Important
This API is not CLS-compliant.
The GenAuxiliaryEffectSlots function is used to create one or more Auxiliary Effect Slots. The number of slots that can be created will be dependant upon the Open AL device used.
[System.CLSCompliant(false)]
public void GenAuxiliaryEffectSlots (int n, out uint slots);
member this.GenAuxiliaryEffectSlots : int * -> unit
Parameters
- n
- Int32
Number of Auxiliary Effect Slots to be created.
- slots
- UInt32
Pointer addressing sufficient memory to store n Effect Slot object identifiers.
- Attributes
Remarks
An application should check the OpenAL error state after making this call to determine if the Effect Slot was successfully created. If the function call fails then none of the requested Effect Slots are created. A good strategy for creating any OpenAL object is to use a for-loop and generate one object each loop iteration and then check for an error condition. If an error is set then the loop can be broken and the application can determine if sufficient resources are available.