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<i>&nbsp;<a href="index.html" class=trn>Bink SDK 1.5v</a></i>
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<h1>BinkSoundUseAX</h1>
<p>The function <b>BinkSoundUseAX</b> tells Bink to use AX as its sound output system on the Nintendo GameCube.</p>
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<pre><b><a href="S32.html" class=trn>S32</a> <a href="BinkSoundUseAX.html" class=trn>BinkSoundUseAX</a>(</b>
<b>&nbsp&nbsp<a href="RADARAMCALLBACKS.html" class=trn>RADARAMCALLBACKS</a>&nbspconst *</b><i>callbacks</i>
<b>);</b></pre>
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<h4>In Parameters</h4>
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<dt><i>callbacks</i></dt>
<dd>a pointer to a <a href="RADARAMCALLBACKS.html">RADARAMCALLBACKS</a> structure that contains the ARAM memory management callbacks to use.</dd>
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<h4>Returns</h4>
<p>Returns whether Bink successfully switched to AX as its output layer (non-zero for success, zero for failure).</p>
<h4>Discussion</h4>
<p>This function (macro actually) tells Bink to use AX for its audio output on the Nintendo GameCude. MusyX users should use <a href="BinkSoundUseMusyX.html">BinkSoundUseMusyX</a> instead. This function is global - you only need to call it once. You must, however, call it before you call <a href="BinkOpen.html">BinkOpen</a> for the first time, or the function will fail.</p>
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<b>Group:</b>
<a href="Bink API.html">Bink API</a><br>
<b>Related Sections:</b>
<a href="Sound on the Nintendyrr8cb.html">Sound on the Nintendo GameCube</a><br>
<b>Related Functions:</b>
<a href="BinkOpen.html">BinkOpen</a>, <a href="BinkSetSoundSystem.html">BinkSetSoundSystem</a>, <a href="BinkSoundUseDirectSound.html">BinkSoundUseDirectSound</a>, <a href="BinkSoundUseMiles.html">BinkSoundUseMiles</a>, <a href="BinkSoundUseMusyX.html">BinkSoundUseMusyX</a>, <a href="BinkSoundUseSoundManager.html">BinkSoundUseSoundManager</a>, <a href="RADARAMALLOC.html">RADARAMALLOC</a>, <a href="RADARAMFREE.html">RADARAMFREE</a><br>
<b>Related Basic Types:</b>
<a href="S32.html">S32</a><br>
<b>Related Structures:</b>
<a href="RADARAMCALLBACKS.html">RADARAMCALLBACKS</a></p>
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<a href="mailto:Bink1@radgametools.com">For technical support, e-mail Bink1@radgametools.com</a>
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