[DllImport("winmm.dll", SetLastError=true)]
static extern bool PlaySound(string pszSound,
System.UIntPtr hmod, uint fdwSound);
Declare Function PlaySound Lib "winmm.dll" (TODO) As TODO
[Flags]
public enum SoundFlags : int
{
SND_SYNC = 0x0000, // play synchronously (default)
SND_ASYNC = 0x0001, // play asynchronously
SND_NODEFAULT = 0x0002, // silence (!default) if sound not found
SND_MEMORY = 0x0004, // pszSound points to a memory file
SND_LOOP = 0x0008, // loop the sound until next sndPlaySound
SND_NOSTOP = 0x0010, // don't stop any currently playing sound
SND_NOWAIT = 0x00002000, // don't wait if the driver is busy
SND_ALIAS = 0x00010000, // name is a registry alias
SND_ALIAS_ID = 0x00110000, // alias is a predefined id
SND_FILENAME = 0x00020000, // name is file name
SND_RESOURCE = 0x00040004 // name is resource name or atom
}
Sometimes when using SND_ASYNC, your sound will be clipped at the beginning or the end of the sound. I've gotten around this by playing the sound in another thread and using SND_SYNC.
public static void Play (string strFileName)
{
PlaySound (strFileName, IntPtr.Zero, SoundFlags.SND_FILENAME | SoundFlags.SND_ASYNC);
}
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