Copyright © 2001-2018 MultiMedia Soft

LoadSoundFromMemory method

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Remarks

 

Loads a sound file stored inside a memory buffer. The sound file can be a stream file (see the LoadSound method for accepted stream formats) or a MOD music file.

If the sound is in RAW format use the LoadSoundFromRawMemory method.

 

A successful call to this method will fire the SoundLoaded event.

 

 

Syntax

 

[Visual Basic]

control.LoadSoundFromMemory (

nPlayer as Integer,

pBuffer as Variant,

nBufferLen as Long

) as enumErrorCodes


 

[C++]

short control.LoadSoundFromMemory (

short nPlayer,

const VARIANT FAR& pBuffer,

long nBufferLen

);


 

 

Parameter

Description

 

 

nPlayer

Number representing the zero-based index of the player that will load the memory sound

pBuffer

Variant parameter containing the pointer to sound data previously loaded in memory.

nBufferLen

Length in bytes of the given buffer

 

 

Return value

 

Value

Meaning

 

 

Negative value

An error occurred (see the LastError property for further error details)

enumErrorCodes.NOERROR (0)

The file has been loaded correctly.

 

Samples

 

Below you can find a couple of samples that demonstrate how to load a memory sound in Visual Basic 6 and Visual C++ 6: the memory sound has been taken from a .RES resource file using the "identifier" variable.

 

Visual Basic 6

 

' the memory buffer must be declared as global

Dim bytSound() As Byte

 

Private Sub Command1_Click()

 Dim length As Long

 bytSound = LoadResData(identifier, 10)

 length = UBound(bytSound)

 

 Amp3dj1.LoadSoundFromMemory 0, VarPtr(bytSound(0)), length

 Amp3dj1.PlaySound 0

End Sub

 

 

Visual C++ 6 with MFC

 

void CMyDialog::OnButton1()

{

 HINSTANCE hInst = AfxGetResourceHandle();

 HRSRC hrsrc = ::FindResource(hInst, MAKEINTRESOURCE (identifier), RT_RCDATA);

 if (!hrsrc)

     return;

 

 HGLOBAL hg = LoadResource(hInst, hrsrc);

 if (!hg)

     return;

 

 BYTE    *pRes = (BYTE*) LockResource(hg);

 ASSERT(pRes);

 int iSize = ::SizeofResource(hInst, hrsrc);

 

 VARIANT      va;

 VariantInit (&va);

 va.vt = VT_BYREF | VT_UI1;

 va.pbVal = (BYTE *) pRes;

 

 m_ctrlActiveDJ.LoadSoundFromMemory (0, va, iSize);

 m_ctrlActiveDJ.PlaySound (0);

}