|Microsoft DirectX 9.0|
The Stop method causes the sound buffer to stop playing.
If the method succeeds, the return value is DS_OK.
If the method fails, the return value may be one of the following error values:
For secondary sound buffers, IDirectSoundBuffer8::Stop sets the play cursor to the sample that follows the last sample played. This means that when the IDirectSoundBuffer8::Play method is next called on the buffer, it will continue playing where it left off.
However, if IDirectSoundBuffer8::Stop is called on a primary buffer and the application has a cooperative level other than DSSCL_WRITEPRIMARY, this method simply reverses the effects of IDirectSoundBuffer8::Play. It configures the primary buffer to stop if no secondary buffers are playing. If other buffers are playing in this or other applications, the primary buffer will not actually stop until they are stopped. This method is useful because playing the primary buffer consumes processing overhead even if the buffer is playing sound data with the amplitude of 0 decibels.
Header: Declared in dsound.h.