Microsoft DirectX 8.0 (Visual Basic) |
object.PlaySegmentEx( _ Source As Unknown, _ lFlags As CONST_DMUS_SEGF_FLAGS, _ StartTime As Long, _ [From As Unknown], _ [AudioPath As Unknown], _ ) As DirectMusicSegmentState8
Returns a DirectMusicSegmentState8 object that represents the playing instance of the segment.
If the method fails, an error is raised. Possible values for Err.Number include the following:
DMUS_E_AUDIOPATH_INACTIVE |
DMUS_E_AUDIOPATH_NOPORT |
DMUS_E_NO_MASTER_CLOCK |
DMUS_E_SEGMENT_INIT_FAILED |
DMUS_E_TIME_PAST |
DMUS_E_OUTOFMEMORY |
Segments should be greater than 250 milliseconds in length.
The boundary resolutions in lFlags are relative to the primary segment.
If a primary segment is scheduled to play while another primary segment is playing, the first one stops unless you set the DMUS_SEGF_QUEUE flag for the second segment, in which case it plays as soon as the first one finishes.
For more information on the exact start time of segments, see Segment Timing. For information on how the start time of segments can be affected by tempo changes, see Clock Time vs. Music Time.
If DMUS_SEGF_AUTOTRANSITION is specified in lFlags and a segment is playing at StartTime and is being interrupted, the method composes a transition between the two segments and plays it before playing Source.
If Source is a segment, a transitional segment based on a template provided at Transition is composed and played.