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# GetShapeDmaAudioBuffer

> GetShapeDmaAudioBuffer

# GetShapeDmaAudioBuffer

Gets the Direct Memory Access (DMA) audio buffer.

## Syntax

```cpp theme={null}
void* GetShapeDmaAudioBuffer(  
         const SHAPE_DMA_CONTEXT* context  
)  
```

### Parameters

*context*   \_In\_\
Type: [SHAPE\_DMA\_CONTEXT\*](/reference/audio/shapedmacontext/structs/shape_dma_context)

Pointer to a [SHAPE\_DMA\_CONTEXT](/reference/audio/shapedmacontext/structs/shape_dma_context) structure.

### Return value

Type: void\*

Returns a pointer to the audio buffer.

## Remarks

You can prevent blocked DMA commands by ensuring that your audio buffer is sufficiently large and that data is streamed at regular intervals (related to the buffer size). For example, if you are streaming four hardware frames at a time, ensure that some multiple of those frames (at least double-buffered at eight frames) are in the buffer so the hardware can write ahead of the title's read pointer. Alternatively, you could enforce emptying of the buffer before submitting the next flowgraph (consume, update DMA read pointer, and then submit the flowgraph). For more details, see [Blocked commands](/build/console-features/audio/overviews/shape-overview#ID4EBGAC) in [Overview of SHAPE](/build/console-features/audio/overviews/shape-overview).

## Requirements

**Header:** shapedmacontext.h

**Supported platforms:** XBOX One family consoles and XBOX Series consoles

## See also

[ShapeDmaContext](/reference/audio/shapedmacontext/shapedmacontext_members)


## Related topics

- [ShapeDmaContext](/reference/audio/shapedmacontext/shapedmacontext_members.md)
- [GetShapeDmaBufferFull](/reference/audio/shapedmacontext/functions/getshapedmabufferfull.md)
- [SetShapeDmaAudioBuffer](/reference/audio/shapedmacontext/functions/setshapedmaaudiobuffer_2.md)
- [GetShapeDmaMixBufferPeakMagnitude](/reference/audio/shapedmacontext/functions/getshapedmamixbufferpeakmagnitude.md)
- [SetShapeDmaAudioBuffer function](/reference/audio/shapedmacontext/functions/setshapedmaaudiobuffer.md)
