@msdn=http://search.microsoft.com/search/results.aspx?qu=$$$ @pinvoke=http://pinvoke.net/$$$.htm Summary: The waveInAddBuffer function sends an input buffer to the given waveform-audio input device. !!!!C# Signature: [DllImport ("winmm.dll", EntryPoint="waveInAddBuffer", SetLastError=true)] public static extern uint waveInAddBuffer(IntPtr hwi, ref WAVEHDR pwh, uint cbwh); !!!!VB Signature: <DllImport("winmm.dll")> _ Shared Function waveInAddBuffer(<MarshalAs(UnmanagedType.I4)> ByVal hwi As Integer, ByVal pwh As IntPtr, ByVal cbwh As UInteger) As MMRESULT End Function <DllImport("winmm.dll")> _ Shared Function waveInAddBuffer(<MarshalAs(UnmanagedType.I4)> ByVal hwi As Integer, ByRef pwh As WAVEHDR, ByVal cbwh As UInteger) As MMRESULT End Function !!!!User-Defined Types: [WAVEHDR] [MMRESULT] !!!!Alternative Managed API: Do you know one? Please contribute it! !!!!Notes: When recording waveform audio, usually buffers are allocated with unmanaged functions and kept in an IntPtr() array; for this reason the function is provided in two versions, one processing a WAVEHDR ByRef and the other working with an IntPtr. !!!!Tips & Tricks: Instead of allocating memory using an unmanaged function, it is possible to lock the WAVEHDR and Buffer in place using GCHandle.Allocate(object, GCHandleType.Pinned); !!!!Sample Code: Please add some! Documentation: waveInAddBuffer@msdn on MSDN
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