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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_SetDiskBusy">FSOUND_SetDiskBusy</A></H2>
Tells FMOD that the user is accessing the disk, so that FMOD will wait until it is finished with it.<BR>
This is essential for optimal game file access in cooperation with FMOD.<BR>
<P>
<B>void F_API </B><B> </B><B>FSOUND_SetDiskBusy</B><B>(</B><BR>
<B>signed char </B><B> </B><I>diskbusy</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>diskbusy</I></TD>
<TD>TRUE to tell FMOD the caller is about to access the disk. FALSE to tell FMOD it has finished with the disk.<BR>
</TD></TABLE>
<H3>Return Value</H3>
<H3>Remarks</H3>
It is recommended to wrap FSOUND_SetDiskBusy(TRUE) and FSOUND_SetDiskBusy(FALSE) around all game file<BR>
access functions.<BR>
--------------------<BR>
Note if the user halts the disk access for longer than the buffersize set by FSOUND_Stream_SetBufferSize.<BR>
Even less than this can cause skipping or corrupted sound, due to seeking and the actual time it takes to<BR>
do the audio stream read in the stream subsystem.<BR>
To avoid this it is recommended to split game reads up into chunks, to allow FMOD access to the disk periodically.<BR>
--------------------<BR>
This function will block until FMOD is not using the disk any more.<BR>
___________________<BR>
Supported on the following platforms : PlayStation 2<BR>
<H3>See Also</H3>
<A HREF="FSOUND_IsDiskBusy.html">FSOUND_IsDiskBusy</A>
,
<A HREF="FSOUND_SetDiskBusy.html">FSOUND_SetDiskBusy</A>
,
<A HREF="FSOUND_Stream_SetBufferSize.html">FSOUND_Stream_SetBufferSize</A>
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