<TD>Pointer to the sample to have its loop points set.<BR>
</TD><TRVALIGN=top><TD><I>loopstart</I></TD>
<TD>The starting position of the sample loop<BR>
</TD><TRVALIGN=top><TD><I>loopend</I></TD>
<TD>The end position of the sample loop<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
Samples created with FSOUND_HW3D and FSOUND_HW2D under the FSOUND_OUTPUT_DSOUND output mode do not support this function. <BR>
Loop points set on such a sample with be ignored, and the sample will loop in its entirety. This is a limitation of DirectSound.<BR>
On XBOX, GameCube and Playstation 2 hardware voices using compressed data (ie XADPCM, VAG or GCADPCM), these values will not be sample accurate, but will be rounded to the nearest compression block size.<BR>
On PlayStation 2, the loopend is ignored. The hardware cannot change the end address, so the loopend is always equivalent to length - 1 no matter what you set.<BR>
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Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>