Retrieves the sound rendering and sound capture audio device IDs that are associated with the headset connected to the specified controller.
Syntax
DWORD XInputGetAudioDeviceIds( _In_ DWORD dwUserIndex, _Out_opt_ LPWSTR pRenderDeviceId, _Inout_opt_ UINT *pRenderCount, _Out_opt_ LPWSTR pCaptureDeviceId, _Inout_opt_ UINT *pCaptureCount );
Parameters
- dwUserIndex [in]
-
Index of the gamer associated with the device.
- pRenderDeviceId [out, optional]
-
Windows Core Audio device ID string for render (speakers).
- pRenderCount [in, out, optional]
-
Size, in wide-chars, of the render device ID string buffer.
- pCaptureDeviceId [out, optional]
-
Windows Core Audio device ID string for capture (microphone).
- pCaptureCount [in, out, optional]
-
Size, in wide-chars, of capture device ID string buffer.
Return value
If the function successfully retrieves the device IDs for render and capture, the return code is ERROR_SUCCESS.
If there is no headset connected to the controller, the function will also retrieve ERROR_SUCCESS with NULL as the values for pRenderDeviceId and pCaptureDeviceId.
If the controller port device is not physically connected, the function will return ERROR_DEVICE_NOT_CONNECTED.
If the function fails, it will return a valid Win32 error code.
Remarks
Callers must allocate the memory for the buffers passed to XInputGetAudioDeviceIds. The resulting strings can be of arbitrary length.
Platform Requirements
Windows 8 (XInput 1.4)
Requirements
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See also
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Build date: 9/17/2012