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# SetShapeDmaReadWriteFull

> SetShapeDmaReadWriteFull

# SetShapeDmaReadWriteFull

以單一不可部分完成的作業設定讀取和寫入指標以及緩衝區已滿旗標。

## 語法

```cpp theme={null}
HRESULT SetShapeDmaReadWriteFull(  
         SHAPE_DMA_CONTEXT* context,  
         SHAPE_DMA_READ_WRITE_FULL readWriteFull  
)  
```

### 參數

*context*   \_Inout\_\
類型: [SHAPE\_DMA\_CONTEXT\*](/zh-TW/reference/audio/shapedmacontext/structs/shape_dma_context)

[SHAPE\_DMA\_CONTEXT](/zh-TW/reference/audio/shapedmacontext/structs/shape_dma_context) 結構的指標。

*readWriteFull*   \
類型: [SHAPE\_DMA\_READ\_WRITE\_FULL](/zh-TW/reference/audio/shapedmacontext/structs/shape_dma_read_write_full)

包含讀取指標、寫入指標和緩衝區已滿旗標的 32 位元值。請參閱 [SHAPE\_DMA\_READ\_WRITE\_FULL](/zh-TW/reference/audio/shapedmacontext/structs/shape_dma_read_write_full) 結構。

### 傳回值

類型: HRESULT

HRESULT 成功或錯誤碼。

## 備註

此不可部分完成的作業可保證這三個值保持同步。

任何額外的可調整硬體音訊處理引擎 (SHAPE) 處理，都是透過讀取和寫入暫時混音緩衝區來執行。所執行的處理由音訊控制處理器 (ACP) 控制，而 ACP 本身則由應用程式透過 [AcpHal](/zh-TW/reference/audio/acphal/acphal_members) API 驅動。這些處理包括等化、壓縮、濾波器縮放和音量縮放。

## 需求

**標頭:** shapedmacontext.h

**支援的平台:** XBOX One 系列主機和 XBOX Series 主機

## 另請參閱

[SHAPE\_DMA\_READ\_WRITE\_FULL](/zh-TW/reference/audio/shapedmacontext/structs/shape_dma_read_write_full)\
[ShapeDmaContext](/zh-TW/reference/audio/shapedmacontext/shapedmacontext_members)


## Related topics

- [SetShapeDmaReadWriteFull](/reference/audio/shapedmacontext/functions/setshapedmareadwritefull.md)
- [ShapeDmaContext](/reference/audio/shapedmacontext/shapedmacontext_members.md)
- [SHAPE_DMA_READ_WRITE_FULL](/reference/audio/shapedmacontext/structs/shape_dma_read_write_full.md)
- [GetShapeDmaReadWriteFull](/reference/audio/shapedmacontext/functions/getshapedmareadwritefull.md)
