<TD>Offset in BYTES to the position you want to lock in the sample buffer.<BR>
</TD><TRVALIGN=top><TD><I>length</I></TD>
<TD>Number of BYTES you want to lock in the sample buffer.<BR>
</TD><TRVALIGN=top><TD><I>ptr1</I></TD>
<TD>Address of a pointer that will point to the first part of the locked data.<BR>
</TD><TRVALIGN=top><TD><I>ptr2</I></TD>
<TD>Address of a pointer that will point to the second part of the locked data.<BR>
This will be NULL if the data locked hasnt wrapped at the end of the buffer.<BR>
</TD><TRVALIGN=top><TD><I>len1</I></TD>
<TD>Length of data in BYTES that was locked for ptr1<BR>
</TD><TRVALIGN=top><TD><I>len2</I></TD>
<TD>Length of data in BYTES that was locked for ptr2. <BR>
This will be 0 if the data locked hasnt wrapped at the end of the buffer.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
You must always unlock the data again after you have finished with it, using FSOUND_Sample_Unlock.<BR>
For PCM based samples, data must be signed 8 or 16bit. For compressed samples such as those created with FSOUND_IMAADPCM, FSOUND_VAG, FSOUND_GCADPCM, the data must be in its original compressed format.<BR>
On PlayStation 2, with FSOUND_HW2D or FSOUND_HW3D based samples, this function does not return a readable or writable buffer, it returns the SPU2 address of the sample. To send data to it you must call FSOUND_SendData.<BR>
On GameCube, with FSOUND_HW2D or FSOUND_HW3D based samples, this function will not return the data contained within the sample. It is for upload purposes only.<BR>
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Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>