The buffer should have default control options. This is the same as specifying the DSBCAPS_CTRLPAN, DSBCAPS_CTRLVOLUME, and DSBCAPS_CTRLFREQUENCY flags.
Indicates that GetCurrentPosition should use the new behavior of the play cursor. In DirectSound® in DirectX 1, the play cursor was significantly ahead of the actual playing sound on emulated sound cards; it was directly behind the write cursor. Now, if the DSBCAPS_GETCURRENTPOSITION2 flag is specified, the application can get a more accurate play position. If this flag is not specified, the old behavior is preserved for compatibility. Note that this flag affects only emulated sound cards. If a DirectSound® driver is present, the play cursor is accurate for DirectSound® in all versions of DirectX.
Forces the buffer to use hardware mixing, even if DSBCAPS_STATIC is not specified. If the device does not support hardware mixing or the required hardware memory is not available, the call to CreateSoundBuffer will fail. The application must ensure that a mixing channel will be available for this buffer; this condition is not guaranteed.
Indicates that the buffer will be used for static sound data. Typically, these buffers are loaded once and played many times. These buffers are candidates for hardware memory.
Changes the focus behavior of the sound buffer. This flag can be specified in a CreateSoundBuffer call. With this flag set, an application using DirectSound® can continue to play its sticky focus buffers if the user switches to another application not using DirectSound®. In this situation, the application's normal buffers are muted, but the sticky focus buffers are still audible. This is useful for non-game applications, such as movie playback (ActiveMovie), when the user wants to hear the soundtrack while typing in Microsoft® Word or Excel, for example. However, if the user switches to another DirectSound application, all sound buffers, both normal and sticky focus, in the previous application are muted.