Desktop Functions: Smart Device Functions:
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Search Results for "sound" in [All]kernel32
Sound = 0x0000001d, Constants
public static readonly Guid GUID_DEVCLASS_SOUND = new Guid("{0x4d36e97c, 0xe325, 0x11ce, {0xbf, 0xc1, 0x08, 0x00, 0x2b, 0xe1, 0x03, 0x18}}"); 3: PROPERTYKEY
public static PropertyKey PKEY_Device_NoConnectSound = new PropertyKey(0xa8b865dd, 0x2e3d, 0x4094, 0xad, 0x97, 0xe5, 0x93, 0xa7, 0xc, 0x75, 0xd6, 17); // DEVPROP_TYPE_BOOLEAN
public static PropertyKey PKEY_Photo_RelatedSoundFile = new PropertyKey( 0x318A6B45, 0x087F, 0x4DC2, 0xB8, 0xCC, 0x05, 0x35, 0x95, 0x51, 0xFC, 0x9E, 100); 4: ShellAPI
public const int SHERB_NOSOUND = 0x00000004;
public const int NIIF_NOSOUND = 0x00000010; 5: ShellAPI
public const int SHERB_NOSOUND = 0x00000004;
public const int NIIF_NOSOUND = 0x00000010; user326: MessageBeep
const uint EVENT_SYSTEM_SOUND = 0x0001; 8: sounds
shell32
// No sound will be played when the operation is complete.
const int SHERB_NOSOUND = 0x00000004;
SHERB_NOCONFIRMATION | SHERB_NOPROGRESSUI | SHERB_NOSOUND); Enums10: DEVICE_TYPE
FILE_DEVICE_SOUND = 0x1d,
FILE_DEVICE_SOUND = &H1d
FEATURE_DISABLE_NAVIGATION_SOUNDS = 21, 12: SystemMetric
SM_SHOWSOUNDS = 70,
SM_SHOWSOUNDS = 70, // 0x46
SM_SHOWSOUNDS = 70
SM_SHOWSOUNDS = 70 winmm13: PlaySound
static extern bool PlaySound(string pszSound, UIntPtr hmod, uint fdwSound);
static extern bool PlaySound(byte[] pszSound, IntPtr hmod, SoundFlags fdwSound);
Shared Function PlaySound( _
ByVal szSound As String, _
ByVal fdwSound As Integer) As Integer
Public Declare Auto Function PlaySound Lib "winmm.dll" (ByVal pszSound As String, ByVal hmod As IntPtr, ByVal fdwSound As Integer) As Boolean
Public Declare Auto Function PlaySound Lib "winmm.dll" (ByVal pszSound As Byte(), ByVal hmod As IntPtr, ByVal fdwSound As SoundFlags) As Boolean You will need these flags for the fdwSound parameter
public enum SoundFlags
/// <summary>silence (!default) if sound not found</summary>
/// <summary>pszSound points to a memory file</summary>
/// <summary>loop the sound until next sndPlaySound</summary>
/// <summary>don't stop any currently playing sound</summary>
/// <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>
Public Enum SoundFlags As Integer
''' The sound is played synchronously, and PlaySound returns after
''' the sound event completes. This is the default behavior.
''' The sound is played asynchronously and PlaySound returns
''' immediately after beginning the sound. To terminate an
''' asynchronously played waveform sound, call PlaySound with
''' pszSound set to NULL.
''' No default sound event is used. If the sound cannot be found,
''' PlaySound returns silently without playing the default sound.
''' The pszSound parameter points to a sound loaded in memory.
''' The sound plays repeatedly until PlaySound is called again
''' with the pszSound parameter set to NULL. If this flag is
''' The specified sound event will yield to another sound event
''' that is already playing. If a sound cannot be played because
''' the resource needed to generate that sound is busy playing
''' another sound, the function immediately returns False without
''' playing the requested sound.
''' <remarks>If this flag is not specified, PlaySound attempts
''' to stop the currently playing sound so that the device can
''' be used to play the new sound.
''' The pszSound parameter is an application-specific alias in
''' or SND_ALIAS_ID flag to specify an application-defined sound
''' the sound.
''' The pszSound parameter is a system-event alias in the
''' The pszSound parameter is a file name. If the file cannot be
''' found, the function plays the default sound unless the
''' The pszSound parameter is a resource identifier; hmod must 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.
PlaySound (strFileName, UIntPtr.Zero, (uint)(SoundFlags.SND_FILENAME | SoundFlags.SND_ASYNC));
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
PlaySound (waveData, IntPtr.Zero, PlayFlags.SND_ASYNC | PlayFlags.SND_MEMORY);
bool result = PlaySound(@"C:\path\to\wav\file.wav" ,ip ,0);
PlaySound(strFileName, IntPtr.Zero, SoundFlags.SND_FILENAME Or SoundFlags.SND_ASYNC)
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
PlaySound(waveData, IntPtr.Zero, SoundFlags.SND_ASYNC Or SoundFlags.SND_MEMORY)
Dim result As Boolean = PlaySound("C:\path\to\wav\file.wav", IntPtr.Zero, ip) In .Net 2.0 you can use the System.Media.SoundPlayer class instead:
SoundPlayer sound = new SoundPlayer(@"C:\Windows\Media\tada.wav");
sound.Load(); // can also be called asychronously i.e. LoadAsync()
sound.Play(); // default is to play asyncronously Or you can play a system specific sound:
My.Computer.Audio.PlaySystemSound(Media.SystemSounds.Asterisk) coredll
public string Sound;
public UInt32 MaxSound; 17: PlaySound
public static extern int PlaySound(
string szSound,
Public Shared Function PlaySound( _
ByVal szSound As String, _
public static extern int PlaySound(
byte[] szSound,
Public Shared Function PlaySound( _
ByVal szSound() As Byte, _ Private Declare Function PlaySound Lib "coredll" Alias "PlaySoundW" (ByVal szSound As String, ByVal hModule As IntPtr, ByVal flags As PlaySoundFlags) As Boolean Private Declare Function PlaySound Lib "coredll" (ByVal szSound As Byte(), ByVal hModule As IntPtr, ByVal flags As PlaySoundFlags) As Boolean VB PlaySoundFlags Enumeration:
Private Enum PlaySoundFlags As UInt32
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 C# PlaySoundFlags Enumeration:
public enum PlaySoundFlags : uint {
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 If the function returns True but there is no sound, check Settings / Sounds & Notifications / Enable sounds for / Programs / Notifications
namespace Sound
public enum PlaySoundFlags : int {
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
public class Sound
public static extern int PlaySound(
string szSound,
PlaySound(fileName, IntPtr.Zero, (PlaySoundFlags.SND_FILENAME | PlaySoundFlags.SND_SYNC));
MessageBox.Show("Can't play sound file. " + ex.ToString());
Public Class Sounds
Private Enum PlaySoundFlags
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
Public Shared Function PlaySound( _
ByVal szSound As String, _
PlaySound(fileName, IntPtr.Zero, PlaySoundFlags.SND_FILENAME Or _
PlaySoundFlags.SND_SYNC)
MessageBox.Show("Can't play sound file. " & ex.ToString) Structures
QSOUNDPAN =(SLIDER + 2),
POWER_LEVEL_USER_NOTIFY_SOUND = 0x00000002, // User notified using sound.
POWER_LEVEL_USER_NOTIFY_SOUND = &H2 ' User notified using sound. 20: WAVEOUTCAPS
WAVECAPS_DIRECTSOUND = &H40 aygshell21: SndGetSound Gets the current sound that will be played when an event happens (ie. a phone call)
Private Shared Function SndGetSound(ByVal seSoundEvent as SoundEvent, ByRef pSoundFileInfo as SNDFILEINFO) as UInteger
Public sstType as SoundType
Public Enum SoundEvent
Enum SoundType
Dim MyCurrentSound as SoundType
SndGetSound(SoundEvent.All, sfi)
MyCurrentSound = sfi.sstType 22: SndSetSound 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
Public Enum SoundEvent
Enum SoundType
Public sstType as SoundType
sfi.sstType = SoundType.Vibrate
SndSetSound(SoundEvent.All, sfi, True) oleacc
SOUND = 0xFFFFFFF5, |