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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, optional] LPWSTR pRenderDeviceId,
[in, out, optional] UINT *pRenderCount,
[out, optional] LPWSTR pCaptureDeviceId,
[in, out, optional] UINT *pCaptureCount
);
Parameters
[in] dwUserIndex
Index of the gamer associated with the device.
[out, optional] pRenderDeviceId
Windows Core Audio device ID string for render (speakers).
[in, out, optional] pRenderCount
Size, in wide-chars, of the render device ID string buffer.
[out, optional] pCaptureDeviceId
Windows Core Audio device ID string for capture (microphone).
[in, out, optional] pCaptureCount
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
Requirement | Value |
---|---|
Target Platform | Windows |
Header | xinput.h |
Library | Xinput.lib |
DLL | Xinput1_4.dll |