Aout_directx Error Cannot Start Playing Buffer
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here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site About Us Learn more about Stack Overflow the company Business Learn more about hiring developers or posting ads with us Super User Questions Tags Users Badges Unanswered Ask Question _ Super User is a question and answer site for computer enthusiasts and power users. Join them; it only takes a minute: Sign up Here's how it works: Anybody can ask http://answers.microsoft.com/en-us/windows/forum/windows_7-gaming/cannot-play-directsound-buffer/412d8894-e8c4-4ce8-96cd-74dcf46810bc?auth=1 a question Anybody can answer The best answers are voted up and rise to the top Error creating DirectSound buffer. Error code: 88780096 up vote 1 down vote favorite 3 Sometimes Winamp shows me the following error message: After that there is no audio output (just the error message) at all until I reboot the system. Is it possible to have audio again without http://superuser.com/questions/573678/error-creating-directsound-buffer-error-code-88780096 rebooting? How could I completely avoid this kind of errors? Environment: Windows 7, x64 on a Lenovo T420. It usually happens when I connect or disconnect and USB headset (Plantronics .Audio 655). windows-7 windows audio winamp share|improve this question edited Sep 16 '13 at 15:01 asked Mar 28 '13 at 12:31 palacsint 3522514 which version of DirectX are you using? Have you ran DirectX End User Runtime? tinyurl.com/7j3zvcc –Lorenzo Von Matterhorn Mar 28 '13 at 17:38 @Znau: DirectX 11. No, I haven't. Should I? (It seems that it is for older DirectXs.) –palacsint Apr 3 '13 at 12:53 add a comment| 3 Answers 3 active oldest votes up vote 1 down vote accepted A workaround: restart the Windows Audio Windows Service. Source: http://answers.yahoo.com/question/index?qid=20091119071014AAQN2Iy share|improve this answer edited Sep 16 '13 at 15:00 answered Apr 10 '13 at 12:52 palacsint 3522514 add a comment| up vote 0 down vote 88780096 = DSERR_BUFFERLOST // The buffer memory has been lost, and must be restored #define DSERR_BUFFERLOST MAKE_DSHRESULT(150) Update the soundcard drivers and hope this fixes it. Als disable hardware mixing: http://devmaster.net/forums/topic/6340-question-about-dserr-bufferlost/ share|improve this answer answered M
creation error [SOLVED] IseeNoob SubscribeSubscribedUnsubscribe103103 Loading... Loading... Working... Add to Want to watch this again later? Sign in to add this video to a https://www.youtube.com/watch?v=efMEpJGccVg playlist. Sign in Share More Report Need to report the video? Sign in to report inappropriate content. Sign in 151,193 views 266 Like this video? Sign http://stackoverflow.com/questions/2148681/directsound-problems-with-playback-of-streaming-buffer-filled-with-data-from-n in to make your opinion count. Sign in 267 58 Don't like this video? Sign in to make your opinion count. Sign in 59 Loading... Loading... error creating Loading... Rating is available when the video has been rented. This feature is not available right now. Please try again later. Uploaded on Jan 5, 2012All Links are here :Latest DirectX : http://www.microsoft.com/download/en/...nVIDIA : http://us.download.nvidia.com/Windows...ORgeforce.com/driversAMD users : http://support.amd.com/us/gpudownload...song : Jes - It's Too Late (Remixed by Celldweller) - YouTube Category Howto & Style error creating directsound License Standard YouTube License Source videos View attributions Music "It's Too Late (Celldweller Remix)" by JES Listen ad-free with YouTube Red Show more Show less Loading... Advertisement Autoplay When autoplay is enabled, a suggested video will automatically play next. Up next How to enable Direct3D (Windows 7 and up) - Duration: 10:01. Comtuts2000 344,866 views 10:01 Battlefield 3 Gameplay - Part 1 (Let's Play) PC Version Campaign - Duration: 32:34. RydarGames 1,090,565 views 32:34 Need For Speed The Run - Cutscenes and Gameplay: Chicago - New York Ending - Duration: 21:07. ALEX 282,847 views 21:07 Naruto Shippuden: Ultimate Ninja Storm 4 dx11 creation failed 0x80010010(FIX) - Duration: 1:21. fr0sty #EpicPatrik 23,597 views 1:21 Direct3D error solucionado 1 parte DJedmix69 - Duration: 13:15. djedmix69 57,094 views 13:15 Need for Speed: The Run - Opening Gameplay 1200p - Duration: 15:09. BlackZero1891 451,506 views 15:09 Nfs Rivlas DirectX Error Fix On Intel Hd 4000 and Low Frame Rate
here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site About Us Learn more about Stack Overflow the company Business Learn more about hiring developers or posting ads with us Stack Overflow Questions Jobs Documentation Tags Users Badges Ask Question x Dismiss Join the Stack Overflow Community Stack Overflow is a community of 4.7 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up Directsound - Problems with playback of streaming buffer filled with data from network! Using ported DirectX headers for Delphi up vote 3 down vote favorite 2 Back again with yet another DirectSound question, this one regarding the ways DirectSound Buffers can be used: I have packets coming in over the network at approximately 30ms intervals containing audio data that is decoded into raw wav data by other parts of the application. When the Indata event is triggered by these other pieces of code, I'm essentially dropped into a procedure with the Audio Data as a parameter. DSCurrentBuffer was initialized as follows: ZeroMemory(@BufferDesc, SizeOf(DSBUFFERDESC)); wfx.wFormatTag := WAVE_FORMAT_PCM; wfx.nChannels := 1; wfx.nSamplesPerSec := fFrequency; wfx.wBitsPerSample := 16; wfx.nBlockAlign := 2; // Channels * (BitsPerSample/8) wfx.nAvgBytesPerSec := fFrequency * 2; // SamplesPerSec * BlockAlign BufferDesc.dwSize := SizeOf(DSBUFFERDESC); BufferDesc.dwFlags := (DSBCAPS_GLOBALFOCUS or DSBCAPS_GETCURRENTPOSITION2 or DSBCAPS_CTRLPOSITIONNOTIFY); BufferDesc.dwBufferBytes := BufferSize; BufferDesc.lpwfxFormat := @wfx; case DSInterface.CreateSoundBuffer(BufferDesc, DSCurrentBuffer, nil) of DS_OK: ; DSERR_BADFORMAT: ShowMessage('DSERR_BADFORMAT'); DSERR_INVALIDPARAM: ShowMessage('DSERR_INVALIDPARAM'); end; I write this data to my Secondary Buffer as follows: var FirstPart, SecondPart: Pointer; FirstLength, SecondLength: DWORD; AudioData: Array [0 .. 511] of Byte; I, K: Integer; Status: Cardinal; begin Input data is