ISpMMSysAudio::GetDeviceId (SAPI 5.4)
Microsoft Speech API 5.4
ISpMMSysAudio::GetDeviceId
ISpMMSysAudio::GetDeviceId passes back the multimedia device ID being used by the audio object.
HRESULT GetDeviceId(
UINT *puDeviceId
);
Parameters
- puDeviceId
[out] Pointer receiving the device ID.
Return values
Value |
S_OK |
E_POINTER |
Remarks
The default device ID for SpMMSysAudio objects that are created using CoCreateInstance is the WAVE_MAPPER. For audio objects created using an object token, the ID will always be a specific wave in or wave out device ID.
Example
The following code snippet illustrates the use of ISpMMSysAudio::GetDeviceId using CoCreateInstance.
// Declare local identifiers:
HRESULT hr = S_OK;
CComPtr<ISpMMSysAudio> cpMMSysAudio;
UINT uiDeviceId;
// Create the multimedia input object.
hr = cpMMSysAudio.CoCreateInstance(CLSID_SpMMAudioIn);
if (SUCCEEDED(hr))
{
// Get the default device Id (that
// is, uiDeviceId == WAVE_MAPPER).
hr = cpMMSysAudio->GetDeviceId(&uiDeviceId;);
}
if (SUCCEEDED(hr))
{
// Do something here.
}
The following code snippet illustrates the use of ISpMMSysAudio::GetDeviceId using an ISpObjectToken
// Declare local identifiers:
HRESULT hr = S_OK;
CComPtr<ISpMMSysAudio> cpMMSysAudio;
CComPtr<ISpObjectWithToken> cpObjectWithToken;
CComPtr<ISpObjectToken> cpObjectToken;
UINT uiDeviceId;
// Create the multimedia input object.
hr = cpMMSysAudio.CoCreateInstance(CLSID_SpMMAudioIn);
if (SUCCEEDED(hr))
{
// Get the current multimedia object's object token.
hr = cpMMSysAudio.QueryInterface(&cpObjectWithToken;);
}
if (SUCCEEDED(hr))
{
// Find the preferred multimedia object token.
hr = SpFindBestToken(SPCAT_AUDIOIN, L"Technology=MMSys", NULL, &cpObjectToken;);
}
if (SUCCEEDED(hr))
{
// Set the current multimedia object to the preferred multimedia object token.
hr = cpObjectWithToken->SetObjectToken(cpObjectToken);
}
if (SUCCEEDED(hr))
{
// Get the device id for the object (that
// is, uiDeviceId != WAVE_MAPPER).
hr = cpMMSysAudio->GetDeviceId(&uiDeviceId;);
}
if (SUCCEEDED(hr))
{
// Do stuff here.
}