One Question regarding Direct Sound :
What is the practical limitation (other than Ram)on the number of nonplaying DSSoundbuffer
Currently I think about writing kind of soundengine using DSound and i thought
creatinging some Soundbuffers for the frequently used Sounds ( player of player movement, some frequently used background noises )in the Onboard Ram of the Soundcard
an a lot of Buffers (~100, ~15k each ) for each possible,less frequently used sound,in SystemRam. I do not plan to play all Buffers
at once ! (By logging which buffers are actually playing and giving the buffers different prioritis depending on the importance of
the Soundeffect in the buffer for the game,
i only want to play the x most important
buffers at a given time ( where x depends on hardware caps and user preferences )
thank you for reading my question
Am I going to face problems by maintainging
about 100 DSSoundBuffers in SystemRam ?
I Creating->Playing->Releasing a single Buffers for each used Soundeffect a better
way to go ?