<summary>The SetCurrentPosition method sets the position of the play cursor, which is the point at which the next byte of data is read from the buffer.</summary>
<summary>The Buffer3D object is used to retrieve and set parameters that describe the position, orientation, and environment of a sound buffer in 3-D space.</summary>
<summary>Note that this flag affects only emulated sound cards. If a DirectSound driver is present, the play cursor is accurate for DirectSound in all versions of DirectX.</summary>
<summary>The buffer can be assigned to a hardware or software resource at play time. This flag must be set for buffers that use voice management.</summary>
<summary>The buffer is a global sound buffer. With this flag set, an application using DirectSound can continue to play its buffers if the user switches focus to another application, even if the new application uses DirectSound. The one exception is if you switch focus to a DirectSound application that uses the WritePrimary flag for its cooperative level. In this case, the global sounds from other applications will not be audible.</summary>
<summary>The buffer must use hardware mixing, If the device does not support hardware mixing or if the required hardware memory is not available, the method will fail.</summary>
<summary>The sound is reduced to silence at the maximum distance. The buffer will stop playing when the maximum distance is exceeded, so that processor time is not wasted. Applies only to software buffers.</summary>
<summary>The buffer is placed in on-board hardware memory, if available. No error occurs if such memory is not available. This flag has no effect on cards using the PCI bus. Cannot be combined with ControlEffects.</summary>
<summary>The buffer has sticky focus. If the user switches to another application not using DirectSound, the application's normal buffers are muted, but sticky focus buffers are still audible.</summary>
<summary>The CaptureAcousticEchoCancellationEffect object is used to set and retrieve parameters on a capture buffer that supports acoustic echo cancellation. This object requires Microsoft® Windows® XP or later operating systems.</summary>
<summary>The GetCurrentPosition method retrieves the positions of the capture and read cursors in the buffer. The capture cursor is ahead of the read cursor. The data after the read position up to and including the capture position is not necessarily valid data.</summary>
<summary>The CaptureNoiseSuppressEffect object is used to set and retrieve parameters on a capture buffer that supports noise suppression. This object requires Microsoft Windows XP or later.</summary>
<summary>The buffer control (volume, pan, and so on) requested by the caller is not available. Controls must be specified when the buffer is created.</summary>
<summary>Moves the unused portions of on-board sound memory, if any, to a contiguous block so that the largest portion of free memory will be available.</summary>
<summary>The 3-D API is processed with the high quality 3-D audio algorithm. This algorithm gives the highest quality 3-D audio effect, but uses more CPU cycles.</summary>
<summary>The 3-D API is processed with the efficient 3-D audio algorithm. This algorithm gives a good 3-D audio effect, but uses fewer CPU cycles than Guid3DAlgorithmHrtfFull</summary>
<summary>3-D output is mapped into normal left and right stereo panning. At 90 degrees to the left, the sound is coming out of only the left speaker; at 90 degrees to the right, sound is coming out of only the right speaker. The vertical axis is ignored except for scaling of volume due to distance. Doppler shift and volume scaling are still applied, but the 3-D filtering is not performed on this buffer. This is the most efficient software implementation, but provides no virtual 3-D audio effect.</summary>
<summary>The effects requested could not be found on the system, or they are in the wrong order or in the wrong location; for example, an effect expected in hardware was found in software.</summary>
<summary>The object is used to set and retrieve effect parameters on a buffer that supports I3DL2 (Interactive 3D Audio Level 2) reverberation effects.</summary>
<summary>The Listener3D object is used to retrieve and set parameters that describe a listener's position, orientation, and listening environment in 3-D space.</summary>
<summary>Sets the notification positions. During capture or playback, whenever the read or play cursor reaches one of the specified offsets, the associated event is signaled.</summary>
<summary>Sets the notification positions. During capture or playback, whenever the read or play cursor reaches one of the specified offsets, the associated event is signaled.</summary>
<summary>The buffer is a global sound buffer. With this flag set, an application using DirectSound can continue to play its buffers if the user switches focus to another application, even if the new application uses DirectSound.</summary>
<summary>The sound is reduced to silence at the maximum distance. The buffer will stop playing when the maximum distance is exceeded, so that processor time is not wasted. Applies only to software buffers.</summary>
<summary>The processing overhead as a percentage of main processor cycles needed to mix this sound buffer. For hardware buffers, this member will be zero because the mixing is performed by the sound device. For software buffers, this member depends on the buffer format and the speed of the system processor.</summary>
<summary>The buffer has sticky focus. If the user switches to another application not using DirectSound, the buffer is still audible. However, if the user switches to another DirectSound application, the buffer is muted.</summary>
<summary>The device supports all sample rates between the MinSecondarySampleRate and MaxSecondarySampleRate member values. Typically, this means that the actual output rate will be within +/- 10 hertz (Hz) of the requested frequency.</summary>
<summary>The device does not have a DirectSound driver installed, so it is being emulated through the waveform-audio functions. Performance degradation should be expected.</summary>
<summary>Number of buffers that can be mixed in hardware. This member can be less than the sum of MaxHardwareMixingStaticBuffers and MaxHardwareMixingStreamingBuffers. Resource tradeoffs frequently occur.</summary>
<summary>The processing overhead, as a percentage of main processor cycles, needed to mix software buffers. This varies according to the bus type, the processor type, and the clock speed.</summary>
<summary>The rate, in kilobytes per second, at which data can be transferred to hardware static sound buffers. This and the number of bytes transferred determines the duration of a call to the Buffer.Read or Buffer.Write method.</summary>
<summary>Boolean value that specifies whether to enable background comfort noise, which makes the capture signal sound more natural by preventing periods of dead silence. By default, background comfort noise is not enabled.</summary>
<summary>Percentage by which the delay time is modulated by the low-frequency oscillator (LFO), in hundredths of a percentage point. The default value is 100.</summary>