<TD>Pointer to the song to set the sample for.<BR>
</TD><TRVALIGN=top><TD><I>sampno</I></TD>
<TD>index to sample inside module.<BR>
</TD><TRVALIGN=top><TD><I>sptr</I></TD>
<TD>Pointer to the sample definition to replace mod sample<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
Because of the instrument nature of some formats like XM, this function lists all the samples in order of instruments and their subsamples.<BR>
ie if instrument 1 has 2 samples and instrument 2 contains 3 samples, then sampno in this case would be 0 and 1 for instrument 1's samples, and 2,3 & 4 for instrument 2's samples. <BR>
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FMOD does not free the existing mod sample that you may be overwriting. If you do overwrite an existing handle, it may be lost, and you may incur a memory leak. It is a good idea to free the existing sample first before overwriting it.<BR>
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Important: For PlayStation 2, this function has to do a blocking query to the IOP, and can take significantly more time than a standard non blocking fmod function. This means it is best to cache the pointers for samples while loading, and not call this function in realtime.<BR>
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This function is not supported with the MIDI format.<BR>
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Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>