[DllImport("winmm.dll", SetLastError=true)]
static extern bool PlaySound(string pszSound,
System.UIntPtr hmod, uint fdwSound);
/// <summary>
/// Play Sound in bytes
/// </summary>
/// <param name="pszSound">Wave File Data</param>
/// <param name="hmod"></param>
/// <param name="dwFlag">Play Flag</param>
/// <returns>succeed return true</returns>
[DllImport("winmm.dll", SetLastError=true)]
public static extern bool PlaySound(byte[] pszSound, IntPtr hmod, SoundFlags dwFlag);
///If you want to test with Button_Click() ,below code is show
[System.Runtime.InteropServices.DllImport("winmm.dll", SetLastError=true)]
static extern bool PlaySound(string pszSound,System.UIntPtr hmod, uint fdwSound);
private void button2_Click(object sender, System.EventArgs e)
{
UIntPtr ip = UIntPtr.Zero;
bool result =
PlaySound(
@"C:\Documents and Settings\All Users\Documents\My Music\Sample Music\New Stories (Highway Blues).wma"
,ip
,0);
}
<DllImport("winmm.dll")> _
Shared Function PlaySound( _
ByVal szSound As String, _
ByVal hModule As IntPtr, _
ByVal flags As Integer) As Integer
End Function
[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
/// <summary>
/// Stop Playing Wave
/// </summary>
SND_PURGE = 0x40,
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
}
To play a sound looping both SND_LOOP and SND_ASYNC flags have to be specified. Looped sounds only stop when PlaySound is called with pszSound set to NULL.
public static void Play (string strFileName)
{
PlaySound (strFileName, UIntPtr.Zero, (uint)(SoundFlags.SND_FILENAME | SoundFlags.SND_ASYNC));
}
public static void Play (byte[] waveData)
{
PlaySound (waveData, IntPtr.Zero, PlayFlags.SND_ASYNC | PlayFlags.SND_MEMORY);
}
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