WASAPI Error Codes

Lists the WASAPI specific error codes.

Error code Value Description
AUDCLNT_E_NOT_INITIALIZED AUDCLNT_ERR(0x001) The audio stream has not been successfully initialized.
AUDCLNT_E_ALREADY_INITIALIZED AUDCLNT_ERR(0x002) The audio stream has already been successfully initialized.
AUDCLNT_E_WRONG_ENDPOINT_TYPE AUDCLNT_ERR(0x003) The wrong endpoint type has been set, for example the set endpoint device is a capture device, but a rendering device is required.
AUDCLNT_E_DEVICE_INVALIDATED AUDCLNT_ERR(0x004) The audio endpoint device has been unplugged, or the audio hardware or associated hardware resources have been reconfigured, disabled, removed, or otherwise made unavailable for use.
AUDCLNT_E_NOT_STOPPED AUDCLNT_ERR(0x005) The audio stream was not stopped at the time the call was made.
AUDCLNT_E_BUFFER_TOO_LARGE AUDCLNT_ERR(0x006) The value requested exceeds the available buffer space (buffer size minus padding size).
AUDCLNT_E_OUT_OF_ORDER AUDCLNT_ERR(0x007) Buffer requests are out of order. For example a previous call to create a buffer is still in effect, or an attempt to release a buffer was not matched to creating the buffer.
AUDCLNT_E_UNSUPPORTED_FORMAT AUDCLNT_ERR(0x008) Succeeded but the specified format is not supported by Xbox One. Xbox One only supports FLOAT32 sample types.
AUDCLNT_E_INVALID_SIZE AUDCLNT_ERR(0x009) A parameter is not set to the correct size.
AUDCLNT_E_DEVICE_IN_USE AUDCLNT_ERR(0x00a) A title must call Activate on the DVR device before calling Activate on the HDaudio device. Otherwise, the HDaudio device takes exclusive ownership of the DVR device for auto mirroring and the DVRs Activate will return the AUDCLNT_E_DEVICE_IN_USE error.Can also be returned by Activate for capture devices if a Party chat session or Skype call is in progress. It is also returned by an Activate call to the Kinect microphone array, while the title has not declared that it needs access to Kinect audio streams by declaring kinectAudio and kinectGameChat as mx:Capability items. See <mx:Capability> for more information.
AUDCLNT_E_BUFFER_OPERATION_PENDING AUDCLNT_ERR(0x00b) Buffer cannot be accessed because a stream reset is in progress.
AUDCLNT_E_THREAD_NOT_REGISTERED AUDCLNT_ERR(0x00c) The thread has not been registered.
AUDCLNT_E_EXCLUSIVE_MODE_NOT_ALLOWED AUDCLNT_ERR(0x00e) The caller is requesting exclusive-mode use of the endpoint device, which Xbox One does not support.
AUDCLNT_E_ENDPOINT_CREATE_FAILED AUDCLNT_ERR(0x00f) The method failed to create the audio endpoint for the render or the capture device. This can occur if the audio endpoint device has been unplugged, or the audio hardware or associated hardware resources have been reconfigured, disabled, removed, or otherwise made unavailable for use.
AUDCLNT_E_SERVICE_NOT_RUNNING AUDCLNT_ERR(0x010) The audio service is not running.
AUDCLNT_E_EVENTHANDLE_NOT_EXPECTED AUDCLNT_ERR(0x011) The audio stream was not initialized for event-driven buffering.
AUDCLNT_E_EXCLUSIVE_MODE_ONLY AUDCLNT_ERR(0x012) The feature is only available in exclusive mode, not shared mode.
AUDCLNT_E_BUFDURATION_PERIOD_NOT_EQUAL AUDCLNT_ERR(0x013) The buffer duration periods are not the same. For example, using the IAudioClient::Initialize call the AUDCLNT_STREAMFLAGS_EVENTCALLBACK flag is set but parameters hnsBufferDuration and hnsPeriodicity are not equal.
AUDCLNT_E_EVENTHANDLE_NOT_SET AUDCLNT_ERR(0x014) The audio stream is configured to use event-driven buffering, but the caller has not called IAudioClient::SetEventHandle to set the event handle on the stream.
AUDCLNT_E_INCORRECT_BUFFER_SIZE AUDCLNT_ERR(0x015) An incorrect buffer size has been requested.
AUDCLNT_E_BUFFER_SIZE_ERROR AUDCLNT_ERR(0x016) This error code is not used by the Game OS on Xbox One.
AUDCLNT_E_CPUUSAGE_EXCEEDED AUDCLNT_ERR(0x017) Indicates that the process-pass duration exceeded the maximum CPU usage. The audio engine keeps track of CPU usage by maintaining the number of times the process-pass duration exceeds the maximum CPU usage. The maximum CPU usage is calculated as a percent of the engine’s periodicity. The percentage value is the system’s CPU throttle value (within the range of 10% and 90%). If this value is not found, then the default value of 40% is used to calculate the maximum CPU usage.
AUDCLNT_E_BUFFER_ERROR AUDCLNT_ERR(0x018) A call to get a data buffer failed, and the current data buffer pointer points to NULL.
AUDCLNT_E_BUFFER_SIZE_NOT_ALIGNED AUDCLNT_ERR(0x019) This error code is not used by the Game OS on Xbox One.
AUDCLNT_E_INVALID_DEVICE_PERIOD AUDCLNT_ERR(0x020) This error code is not used by the Game OS on Xbox One.
AUDCLNT_E_INVALID_STREAM_FLAG AUDCLNT_ERR(0x021) An invalid stream flag has been set.
AUDCLNT_E_ENDPOINT_OFFLOAD_NOT_CAPABLE AUDCLNT_ERR(0x022) This error code is not used by the Game OS on Xbox One.
AUDCLNT_E_OUT_OF_OFFLOAD_RESOURCES AUDCLNT_ERR(0x023) This error code is not used by the Game OS on Xbox One.
AUDCLNT_E_OFFLOAD_MODE_ONLY AUDCLNT_ERR(0x024) This is returned from IAudioClient2::GetBufferSizeLimits because hardware offload is not supported in the Game OS.
AUDCLNT_E_NONOFFLOAD_MODE_ONLY AUDCLNT_ERR(0x025) This error code is not used by the Game OS on Xbox One.
AUDCLNT_E_RESOURCES_INVALIDATED AUDCLNT_ERR(0x026) This error code is not used by the Game OS on Xbox One.
AUDCLNT_S_BUFFER_EMPTY AUDCLNT_SUCCESS(0x001) The call succeeded, but no capture data is available to be read.
AUDCLNT_S_THREAD_ALREADY_REGISTERED AUDCLNT_SUCCESS(0x002) This code is not used by the Game OS on Xbox One.
AUDCLNT_S_POSITION_STALLED AUDCLNT_SUCCESS(0x003) This code is not used by the Game OS on Xbox One.