IDirectSoundBuffer8::Stop Method

[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 It has been superseded by WASAPI and Audio Graphs.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.]

The Stop method causes the sound buffer to stop playing.

Syntax

HRESULT Stop()

Return Value

If the method succeeds, the return value is DS_OK. Returns an error code if the method fails.

Remarks

For secondary sound buffers, IDirectSoundBuffer8::Stop sets the play cursor to the sample that follows the last sample played. This means that when the Play method is next called on the buffer, it will continue playing where it left off.

For the primary buffer, if an application has the DSSCL_WRITEPRIMARY level, this method will stop the buffer and reset the play cursor to 0 (the beginning of the buffer). This is necessary because the primary buffers on most sound cards can play only from the beginning of the buffer.

However, if IDirectSoundBuffer8::Stop is called on a primary buffer and the application has a cooperative level other than DSSCL_WRITEPRIMARY, this method simply reverses the effects of IDirectSoundBuffer8::Play. It configures the primary buffer to stop if no secondary buffers are playing. If other buffers are playing in this or other applications, the primary buffer will not actually stop until they are stopped. This method is useful because playing the primary buffer consumes processing overhead even if the buffer is playing sound data with the amplitude of 0 decibels.

Requirements

Header: Declared in DSound.h.

Library: Use Dsound3d.dll.

See Also

IDirectSoundBuffer8