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BlackGhost

DirectSound question

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In order to avoid ending up with a mute game, it''s time for me to start designing a sound engine As I have little hands-on experience with DirectX, I''d like to ask how you would implement this engine for playing many sound simultaneously. Would it be better to create different sound buffers for as many simultaneous you''d expect your game to have (I estimate 8 would be enough), or stick to one back buffer and load all the sounds there as needed and play them? Any other suggestion you might have from your experience with implementing sound with directx would be appreciated.

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The way direct sound works (for me), is you have a primary buffer, and each sound is its own secondary buffer. The primary one keeps looping throughout the game, and the secondary ones play off of the primary.

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