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BOOL PSoundChannelDirectSound::RecordSound ( PSound sound ) [virtual]

Record into the sound object all of the buffer's of sound data. Use the SetBuffers() function to determine how long the recording will be made.

For the Win32 platform, the most efficient way to record a PSound is to use the SetBuffers() function to set a single buffer of the desired size and then do the recording. For Linux OSS this can cause problems as the buffers are rounded up to a power of two, so to gain more accuracy you need a number of smaller buffers.

Note that this function will block until all of the data is buffered. If you wish to do this asynchronously, use StartRecording() and AreAllrecordBuffersFull() to determine when you can call RecordSound() without blocking.

Returns:
TRUE if the sound has been recorded.

Reimplemented from PSoundChannel.

Definition at line 962 of file sound_directsound.cxx.

{
  PTRACE (4, "PSoundChannelDirectSound (" << ((mDirection == Player) ? "Playback" : "Recording") << ") :: RecordSound");
  return FALSE;
}

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