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Search Results for "SND" in [All]

urlmon

.

L9=r—lpãIĆŽÞ»¹l¯ì[Ú Ñá ³!qÔêT%q˜iùþ𔫠Ţy¹JP­ÂN ÄS)Bäåœ-çz¨5ÖHˆ J¬•G&(zc¾4še ¢ˆµåýA½üSäâ‹7 W˜Ë].ëR(CþMëxmBSlè5Ö®îs´ñ´öÇgK:Kc]Q°Öy3——U¶9¼c416dmø"r'‹ÿÉÉDÓ2OÎq“(RAÉ·f¹2•Ý<ízv yž’>ºô€º5HJÌ`F;¯Ñ£­>ÔIšÂ܆×&¨$j§ç°ñ“U8‡gDC¥u¶€{,o»T$B‰‚B½¶‚LRÕòº $þ§>—$kÁö¢]ߨh„ž7´óŸ‘Òüò¤ÉÓ2uPʺ{ð»=CñªxXxùH{[©Mw‘ôµÕa…‡QÚhc7£UÚãj‚‹Ã™› † ùˆµcÐ3b31I¯/©üRb·Ôõ'åyÎhU j¥²•qèŠïiôM?­nóËhA™„Ÿ%Ç/¸q-] %G·…,I覔Ǥ¬Ô£ŸãŽÂ»¢ŸÕ-GÍö¥åÀҒèà=ë»×pÞd8Ø.q/M×à³.,«Í®ñáG¿Uõ¨itÇ[¾hwª¿¤KË^ef@[Šf±mÂAâ|TÎ™äD‹ÌX[ƒ‰ÃEà :ŸÅ-{uŽQÄoÉ'¼xæ ß/Mö]šÂí¥º›l+@;T¨<°L½/C°ÓÊB.`/â«èºùG}7cÉ®èS!rP‹¦pJÒݲ¡üÔËÌݶÿÿ¿$Š´O¸ð`i‘‰÷ÕO•F„Œ|ÕÝÖµÓíhWk¡ èªW ÷¯çâpès˳Bâ|™ùÝ¿qµ¿¢vw–DOÏÀÀ7űǹ=)(—Á1&·T]G5ËñS}h†Çþ>øÓ¯÷áÃeUGÿ(Â6pОžÂDMÐ軾ø¾}ITP^ QÚp*»½÷i˜ô+Uҟ“XÛÖ@€]<¬4˕>sçÿ4 Vi®óùîʎQdԆ5xîÙ[TOü|[‰eÌW›Ê¿…¯[b]jmêDúŸbÜ/9²@Åx¾Ð’ŸlÚ·§ªýXÑà&Wiä(4Í}ß4u¿î–>Bîð¾>ÂÇðhøŠaMÏghÐóPÙïÝ ó¨9æuíҞˆáÍ#–ä‡ùàËUôÀ[ù˜¿%yeݖè0²)óºbÍ7>oy†U‚Â*çfގ{,ÑÀòÍö™>-Ê-H`ùÜp;íN@ʈ»ÃOGÏþ8xƒÝöÿLE±ñZmôÐՑ·ù,<tÈ¢˜Sú.@Ÿ•’ùËzÈñ_ë!ÔKù€§»L†çƒs!‰›<âür¹ ©§æVá¯0;æ»/úaáþ²×õ'v¤…”I¡(V-sL/;JŠÂ¤PXÅØEÀYaÖ«ãfŠ jX'§œM’V~ÀX)£$sÒÓXg2—lT!ˆÚ)‰¾ÍµüÄkš%,͊žó!–ñÐu„4ž‘ÚºkX¨ˆRª"’àÃê­Å|«ÕFóòò¼IØSAˆ,¶³©¢w«ð»!VàqV{Ѧ‰¨#íõVÏýZ¼?è#&<âèÛâé›<O7’4›yg“{Hy èö =ÇggˆE‹rÐ.¤Å‚Ïï]®wŽ ÿêù‡ÒÛáéûOTÙŸt¦ûëö`­þ(§"ßhÔçPtÇ?­>}õR}<d’&;Å£ö´‰‡Ùê¢¢@2ô¶ä§ºìBd\³›ˆé8­¿…­(Øô[Й%ÒZ‰V¸M‰ßa+#nYƚåќ:·PtWT’ByAË}âËM肐½³Ûˆ ÖÖ¶_õii€2ª˜Ÿˆœe5é¢zÒ÷J¾»äÊý€ŸÄ(Y!%á1ϋƒi ¶õ¥ä¼ 5ì©Ý;Äۑ»¾Š®ùO£ÀïÅçzi+b–”ÜzøüõÊ ¹•Ò-'ÉÚуÞîuý ¹aÜï|[ԙc­dɼê”)$ïóäõ;ХƊ3&>SÞBùqä¨-Žš üË2K}!dOgz’æ™Ç”g‹(û€tb³äD]öü-SnD#·SŸÅèïԔï~Îfîe[Ó4“šN ‰Z‡³NñÂdŒ[ÃéE›ù*:E%q¬³zœÝ›Ðrb{«r ¶'Xʅž8»Ð°u•çn

unicows

.

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aygshell

.

Private Shared Function SndGetSound(ByVal seSoundEvent as SoundEvent, ByRef pSoundFileInfo as SNDFILEINFO) as UInteger

.

Declaration of SNDFILEINFO

.

  Private Structure SNDFILEINFO

.

  Dim sfi as New SNDFILEINFO

.

  SndGetSound(SoundEvent.All, sfi)

.

    static extern IntPtr SndPlaySync(string Path, uint Flags);

.

        ip = SndPlaySync(Path, 0);

.
Documentation
[SndPlaySync] on MSDN
.

static extern uint SndSetSound(SND_EVENT soundEvent, SNDFILEINFO soundFileInfo, bool suppressUI);

.

Private Shared Function SndSetSound(ByVal seSoundEvent as SoundEvent, ByRef pSoundFileInfo as SNDFILEINFO, ByVal fSuppressUI as Boolean) as UInteger

.

Structure SNDFILEINFO

.

Private Structure SNDFILEINFO

.

Dim sfi as New SNDFILEINFO()

.

SndSetSound(SoundEvent.All, sfi, True)

xpsprint

.

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coredll

.

        SND_SYNC = &H0              ' play synchronously (default)

.

        SND_ASYNC = &H1              ' play asynchronously

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        SND_NODEFAULT = &H2          ' silence (!default) if sound not found

.

        SND_MEMORY = &H4              ' pszSound points to a memory file

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        SND_LOOP = &H8              ' loop the sound until next sndPlaySound

.

        SND_NOSTOP = &H10              ' don't stop any currently playing sound

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        SND_NOWAIT = &H2000          ' don't wait if the driver is busy

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        SND_ALIAS = &H10000          ' name is a registry alias

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        SND_ALIAS_ID = &H110000          ' alias is a predefined ID

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        SND_FILENAME = &H20000          ' name is file name

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        SND_RESOURCE = &H40004          ' name is resource name or atom

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        SND_SYNC = 0x0,            // play synchronously (default)

.

        SND_ASYNC = 0x1,            // play asynchronously

.

        SND_NODEFAULT = 0x2,        // silence (!default) if sound not found

.

        SND_MEMORY = 0x4,            // pszSound points to a memory file

.

        SND_LOOP = 0x8,            // loop the sound until next sndPlaySound

.

        SND_NOSTOP = 0x10,            // don't stop any currently playing sound

.

        SND_NOWAIT = 0x2000,        // don't wait if the driver is busy

.

        SND_ALIAS = 0x10000,        // name is a registry alias

.

        SND_ALIAS_ID = 0x110000,        // alias is a predefined ID

.

        SND_FILENAME = 0x20000,        // name is file name

.

        SND_RESOURCE = 0x40004,        // name is resource name or atom

.

            SND_SYNC = 0x0,     // play synchronously (default)

.

            SND_ASYNC = 0x1,    // play asynchronously

.

            SND_NODEFAULT = 0x2,    // silence (!default) if sound not found

.

            SND_MEMORY = 0x4,       // pszSound points to a memory file

.

            SND_LOOP = 0x8,     // loop the sound until next sndPlaySound

.

            SND_NOSTOP = 0x10,      // don't stop any currently playing sound

.

            SND_NOWAIT = 0x2000,    // don't wait if the driver is busy

.

            SND_ALIAS = 0x10000,    // name is a registry alias

.

            SND_ALIAS_ID = 0x110000,// alias is a predefined ID

.

            SND_FILENAME = 0x20000, // name is file name

.

            SND_RESOURCE = 0x40004, // name is resource name or atom

.

                    PlaySound(fileName, IntPtr.Zero, (PlaySoundFlags.SND_FILENAME | PlaySoundFlags.SND_SYNC));

.

            SND_SYNC = &H0          ' play synchronously (default)

.

            SND_ASYNC = &H1          ' play asynchronously

.

            SND_NODEFAULT = &H2          ' silence (!default) if sound not found

.

            SND_MEMORY = &H4          ' pszSound points to a memory file

.

            SND_LOOP = &H8          ' loop the sound until next sndPlaySound

.

            SND_NOSTOP = &H10          ' don't stop any currently playing sound

.

            SND_NOWAIT = &H2000          ' don't wait if the driver is busy

.

            SND_ALIAS = &H10000          ' name is a registry alias

.

            SND_ALIAS_ID = &H110000          ' alias is a predefined ID

.

            SND_FILENAME = &H20000          ' name is file name

.

            SND_RESOURCE = &H40004          ' name is resource name or atom

.

                PlaySound(fileName, IntPtr.Zero, PlaySoundFlags.SND_FILENAME Or _

.

                  PlaySoundFlags.SND_SYNC)

.

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icmp

.

IX|ž&Я3‘æR/s•ÖAå0.º Ѓ’‰4LG?|mÅÉõ7=, IŠþ¥š´Õ^µÈ*URÝýë¹û®cúiuëóc²Ég x—Ãt£p¹j-˯F¶·QÏÅ[<­²hâ"dcK§á¡¯ÛòáF0w¢#~vý°¬†¯êÙ¤ÿ:Á›6½'ú—+áR«õöû–ÛF׎¡‘DŸ/{ùžHa¸} ²]b=2,EÍxÔÁíPD2à%ö³ÒYÚϹZŒÎ¤¶ÁA(IÔÂ;ÈʐÛ¦û<dÎÜi:„‹Nfs‚®Éàw#úiYZm£ç³OèñçF¸¤Ÿk%I^òfÕh(éçped'kíðBÖ9r‡oZqX7ê5óÀÕsndvS.¶Rå¾vcü-˜C©PkoÆB–èœúzpèÚS°:]úПu̶:

.

X¦Ã‘KR¿ÕÔmÖAL‚x;\¦ þPÞf@¤¥Snd¶

ipaqutil

11: hi
.

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.

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.

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wtsapi32

.

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Interfaces

.

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propsys

.

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msvcrt

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kernel32

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     FsctlEnumUsnData = (EFileDevice.FileSystem << 16) | (44 << 2) | EMethod.Neither | (0 << 14),

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     FsctlReadFileUsnData = (EFileDevice.FileSystem << 16) | (58 << 2) | EMethod.Neither | (0 << 14),

Constants

18: SND
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Summary
SND_* constants
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const int SND_FILENAME = 0x20000;

19: TCM_
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    // (HIMAGELIST)SNDMSG((hwnd), TCM_GETIMAGELIST, 0, 0L)

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    // (HIMAGELIST)SNDMSG((hwnd), TCM_SETIMAGELIST, 0, (LPARAM)(UINT)(HIMAGELIST)(himl))

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    // (int)SNDMSG((hwnd), TCM_GETITEMCOUNT, 0, 0L)

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    // (BOOL)SNDMSG((hwnd), TCM_GETITEM, (WPARAM)(int)iItem, (LPARAM)(TC_ITEM FAR*)(pitem))

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    // (BOOL)SNDMSG((hwnd), TCM_SETITEM, (WPARAM)(int)iItem, (LPARAM)(TC_ITEM FAR*)(pitem))

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    // (int)SNDMSG((hwnd), TCM_INSERTITEM, (WPARAM)(int)iItem, (LPARAM)(const TC_ITEM FAR*)(pitem))

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    // (BOOL)SNDMSG((hwnd), TCM_DELETEITEM, (WPARAM)(int)(i), 0L)

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    // (BOOL)SNDMSG((hwnd), TCM_DELETEALLITEMS, 0, 0L)

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    // (BOOL)SNDMSG((hwnd), TCM_GETITEMRECT, (WPARAM)(int)(i), (LPARAM)(RECT FAR*)(prc))

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    // (int)SNDMSG((hwnd), TCM_GETCURSEL, 0, 0)

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    // (int)SNDMSG((hwnd), TCM_SETCURSEL, (WPARAM)i, 0)

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    // (int)SNDMSG((hwndTC), TCM_HITTEST, 0, (LPARAM)(TC_HITTESTINFO FAR*)(pinfo))

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    // (BOOL)SNDMSG((hwndTC), TCM_SETITEMEXTRA, (WPARAM)(cb), 0L)

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    // (int)SNDMSG(hwnd, TCM_ADJUSTRECT, (WPARAM)(BOOL)bLarger, (LPARAM)(RECT FAR *)prc)

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    // (DWORD)SNDMSG((hwnd), TCM_SETITEMSIZE, 0, MAKELPARAM(x,y))

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    //     (void)SNDMSG((hwnd), TCM_REMOVEIMAGE, i, 0L)

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    //     (void)SNDMSG((hwnd), TCM_SETPADDING, 0, MAKELPARAM(cx, cy))

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    //     (int)SNDMSG((hwnd), TCM_GETROWCOUNT, 0, 0L)

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    // (int)SNDMSG((hwnd), TCM_GETCURFOCUS, 0, 0)

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    // SNDMSG((hwnd),TCM_SETCURFOCUS, i, 0)

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    //     (int)SNDMSG((hwnd), TCM_SETMINTABWIDTH, 0, x)

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    //     (void)SNDMSG((hwnd), TCM_DESELECTALL, fExcludeFocus, 0)

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    // (BOOL)SNDMSG((hwnd), TCM_HIGHLIGHTITEM, (WPARAM)i, (LPARAM)MAKELONG (fHighlight, 0))

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    //     (DWORD)SNDMSG((hwnd), TCM_SETEXTENDEDSTYLE, 0, dw)

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    //     (DWORD)SNDMSG((hwnd), TCM_GETEXTENDEDSTYLE, 0, 0)

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    '     (HIMAGELIST)SNDMSG((hwnd), TCM_GETIMAGELIST, 0, 0L)

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    '     (HIMAGELIST)SNDMSG((hwnd), TCM_SETIMAGELIST, 0, (LPARAM)(UINT)(HIMAGELIST)(himl))

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    '     (int)SNDMSG((hwnd), TCM_GETITEMCOUNT, 0, 0L)

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    '     (BOOL)SNDMSG((hwnd), TCM_GETITEM, (WPARAM)(int)iItem, (LPARAM)(TC_ITEM FAR*)(pitem))

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    '     (BOOL)SNDMSG((hwnd), TCM_SETITEM, (WPARAM)(int)iItem, (LPARAM)(TC_ITEM FAR*)(pitem))

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    '     (int)SNDMSG((hwnd), TCM_INSERTITEM, (WPARAM)(int)iItem, (LPARAM)(const TC_ITEM FAR*)(pitem))

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    '     (BOOL)SNDMSG((hwnd), TCM_DELETEITEM, (WPARAM)(int)(i), 0L)

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    '     (BOOL)SNDMSG((hwnd), TCM_DELETEALLITEMS, 0, 0L)

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    '     (BOOL)SNDMSG((hwnd), TCM_GETITEMRECT, (WPARAM)(int)(i), (LPARAM)(RECT FAR*)(prc))

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    '     (int)SNDMSG((hwnd), TCM_GETCURSEL, 0, 0)

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    '     (int)SNDMSG((hwnd), TCM_SETCURSEL, (WPARAM)i, 0)

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    '     (int)SNDMSG((hwndTC), TCM_HITTEST, 0, (LPARAM)(TC_HITTESTINFO FAR*)(pinfo))

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    '     (BOOL)SNDMSG((hwndTC), TCM_SETITEMEXTRA, (WPARAM)(cb), 0L)

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    '     (int)SNDMSG(hwnd, TCM_ADJUSTRECT, (WPARAM)(BOOL)bLarger, (LPARAM)(RECT FAR *)prc)

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    '     (DWORD)SNDMSG((hwnd), TCM_SETITEMSIZE, 0, MAKELPARAM(x,y))

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    '     (void)SNDMSG((hwnd), TCM_REMOVEIMAGE, i, 0L)

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    '     (void)SNDMSG((hwnd), TCM_SETPADDING, 0, MAKELPARAM(cx, cy))

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    '     (int)SNDMSG((hwnd), TCM_GETROWCOUNT, 0, 0L)

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    '     (int)SNDMSG((hwnd), TCM_GETCURFOCUS, 0, 0)

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    '     SNDMSG((hwnd),TCM_SETCURFOCUS, i, 0)

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    '     (int)SNDMSG((hwnd), TCM_SETMINTABWIDTH, 0, x)

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    '     (void)SNDMSG((hwnd), TCM_DESELECTALL, fExcludeFocus, 0)

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    '     (BOOL)SNDMSG((hwnd), TCM_HIGHLIGHTITEM, (WPARAM)i, (LPARAM)MAKELONG (fHighlight, 0))

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    '     (DWORD)SNDMSG((hwnd), TCM_SETEXTENDEDSTYLE, 0, dw)

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    '     (DWORD)SNDMSG((hwnd), TCM_GETEXTENDEDSTYLE, 0, 0)

user32

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With the enum beepType you get intellisense when you type "beep." and you can then select the kind of beep you want. For dylan.NET, use the fields containing the integer values inside the WinSnd class of dnu.dll at http://dylandotnetapps.codeplex.com/

winmm

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    SND_SYNC = 0x0000,    

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    SND_ASYNC = 0x0001,

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    SND_NODEFAULT = 0x0002,

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    SND_MEMORY = 0x0004,

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    /// <summary>loop the sound until next sndPlaySound</summary>

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    SND_LOOP = 0x0008,    

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    SND_NOSTOP = 0x0010,

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    SND_PURGE = 0x40,

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    /// <summary>The pszSound parameter is an application-specific alias in the registry. You can combine this flag with the SND_ALIAS or SND_ALIAS_ID flag to specify an application-defined sound alias.</summary>

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    SND_APPLICATION = 0x80,

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    SND_NOWAIT = 0x00002000,

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    SND_ALIAS = 0x00010000,

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    SND_ALIAS_ID = 0x00110000,

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    SND_FILENAME = 0x00020000,

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    SND_RESOURCE = 0x00040004

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    SND_SYNC = &H0

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    SND_ASYNC = &H1

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    SND_NODEFAULT = &H2

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    SND_MEMORY = &H4

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    ''' set, you must also set the SND_ASYNC flag.

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    SND_LOOP = &H8

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    SND_NOSTOP = &H10

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    SND_PURGE = &H40

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    ''' the registry. You can combine this flag with the SND_ALIAS

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    ''' or SND_ALIAS_ID flag to specify an application-defined sound

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    SND_APPLICATION = &H80

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    SND_NOWAIT = &H2000

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    ''' SND_FILENAME or SND_RESOURCE.

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    SND_ALIAS = &H10000

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    ''' SND_NODEFAULT flag is set.

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    SND_FILENAME = &H20000

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    SND_RESOURCE = &H40004

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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.

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    PlaySound (strFileName, UIntPtr.Zero, (uint)(SoundFlags.SND_FILENAME | SoundFlags.SND_ASYNC));

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public static void Play (byte[] waveData) //bad idea, see http://blogs.msdn.com/larryosterman/archive/2009/02/19/playsound-xxx-snd-memory-snd-async-is-almost-always-a-bad-idea.aspx

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    PlaySound (waveData, IntPtr.Zero, PlayFlags.SND_ASYNC | PlayFlags.SND_MEMORY);

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     PlaySound(strFileName, IntPtr.Zero, SoundFlags.SND_FILENAME Or SoundFlags.SND_ASYNC)

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Public Shared Sub Play(ByVal waveData As Byte()) //bad idea, see http://blogs.msdn.com/larryosterman/archive/2009/02/19/playsound-xxx-snd-memory-snd-async-is-almost-always-a-bad-idea.aspx

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     PlaySound(waveData, IntPtr.Zero, SoundFlags.SND_ASYNC Or SoundFlags.SND_MEMORY)

dbghlp

.

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avifil32

.

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fltlib

.

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25: hi
.

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ws2_32

.

        SO_SNDBUF           =   0x1001,

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        SO_SNDLOWAT         =   0x1003,

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        SO_SNDTIMEO         =   0x1005,

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        SO_SNDBUF = 0x1001,

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        SO_SNDLOWAT = 0x1003,

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        SO_SNDTIMEO = 0x1005,


 
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