|Microsoft DirectX 9.0|
The PlaySegment method begins playback of a segment.
HRESULT PlaySegment( IDirectMusicSegment* pSegment, DWORD dwFlags, __int64 i64StartTime, IDirectMusicSegmentState** ppSegmentState );
Segment to play.
Flags that modify the method's behavior. See DMUS_SEGF_FLAGS.
Performance time at which to begin playing the segment, adjusted to any resolution boundary specified in dwFlags. The time is in music time unless the DMUS_SEGF_REFTIME flag is set. A value of 0 causes the segment to start playing as soon as possible.
Address of a variable that receives a pointer to the segment state for this instance of the playing segment. This field can be NULL. If it is non-NULL, the segment state pointer is returned, and the application must call Release on it.
If the method succeeds, the return value is S_OK.
If it fails, the method can return one of the error values shown in the following table.
Do not play segments from untrusted sources. Improperly written segments can make excessive demands on system resources, resulting in degradation of performance or system failure.
Segments should be greater than 250 milliseconds in length.
The boundary resolutions in dwFlags are relative to the current 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 and Music Time.
Header: Declared in dmusici.h.