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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
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<H2><A NAME="FSOUND_Sample_Lock">FSOUND_Sample_Lock</A></H2>
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Returns a pointer to the beginning of the sample data for a sample.<BR>
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Data written to these pointers must be signed.<BR>
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<P>
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<B>signed char F_API </B><B> </B><B>FSOUND_Sample_Lock</B><B>(</B><BR>
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<B>FSOUND_SAMPLE *</B><I>sptr</I><B>,</B><BR>
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<B>int </B><B> </B><I>offset</I><B>,</B><BR>
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<B>int </B><B> </B><I>length</I><B>,</B><BR>
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<B>void **</B><I>ptr1</I><B>,</B><BR>
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<B>void **</B><I>ptr2</I><B>,</B><BR>
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<B>unsigned int *</B><I>len1</I><B>,</B><BR>
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<B>unsigned int *</B><I>len2</I><BR>
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<B>);</B><BR>
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<H3>Parameters</H3>
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<TABLE>
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<TR VALIGN=top><TD><I>sptr</I></TD>
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<TD>Pointer to the sample definition.<BR>
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</TD><TR VALIGN=top><TD><I>offset</I></TD>
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<TD>Offset in BYTES to the position you want to lock in the sample buffer.<BR>
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</TD><TR VALIGN=top><TD><I>length</I></TD>
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<TD>Number of BYTES you want to lock in the sample buffer.<BR>
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</TD><TR VALIGN=top><TD><I>ptr1</I></TD>
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<TD>Address of a pointer that will point to the first part of the locked data.<BR>
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</TD><TR VALIGN=top><TD><I>ptr2</I></TD>
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<TD>Address of a pointer that will point to the second part of the locked data.<BR>
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This will be NULL if the data locked hasnt wrapped at the end of the buffer.<BR>
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</TD><TR VALIGN=top><TD><I>len1</I></TD>
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<TD>Length of data in BYTES that was locked for ptr1<BR>
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</TD><TR VALIGN=top><TD><I>len2</I></TD>
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<TD>Length of data in BYTES that was locked for ptr2. <BR>
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This will be 0 if the data locked hasnt wrapped at the end of the buffer.<BR>
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</TD></TABLE>
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<H3>Return Value</H3>
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On success, TRUE is returned.<BR>
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On failure, FALSE is returned.<BR>
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<H3>Remarks</H3>
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You must always unlock the data again after you have finished with it, using FSOUND_Sample_Unlock.<BR>
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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>
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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>
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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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___________________<BR>
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Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
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<H3>See Also</H3>
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<A HREF="FSOUND_Sample_Alloc.html">FSOUND_Sample_Alloc</A>
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,
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<A HREF="FSOUND_Sample_Unlock.html">FSOUND_Sample_Unlock</A>
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,
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<A HREF="FSOUND_Sample_Upload.html">FSOUND_Sample_Upload</A>
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,
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<A HREF="FSOUND_SendData.html">FSOUND_SendData</A>
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<HR><BR><FONT SIZE="-2">This document copyright ©Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<FONT SIZE="-2">Generated Thu Dec 15 17:31:32 2005
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