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Static when playing a wav with IDirectMusicPerformance8

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Why does playing a large wav file (~40-60MB) in a secondary 3d buffer (using the DMUS_SEGF_SECONDARY flag) using PlaySegmentEx cause static? The sound is not clear and is blurry. Could it be the device? Could it be using software audio rendering, or does directmusic automatically grab the device? How can I get the device to work with my sound device (it is a good card, santa cruz turtlebeach with THX). Here is how I initialize my sound devices: ------------------------------------------------------ if (!fComInitialized) CoInitialize(0); if (BE_FAILED(hr = CoCreateInstance(CLSID_DirectMusicLoader, 0, CLSCTX_INPROC, IID_IDirectMusicLoader8, (void**)&BEGlobalDMusicLoader8))) return hr; if (BE_FAILED(hr = CoCreateInstance(CLSID_DirectMusicPerformance, 0, CLSCTX_INPROC, IID_IDirectMusicPerformance8, (void**)&BEGlobalDMusicPerf8))) return hr; if (BE_FAILED(hr = BEGlobalDMusicPerf8->InitAudio(0,0, BEGlobalApp->GetGlobalData()->WindowHandle, DMUS_APATH_SHARED_STEREOPLUSREVERB, 64, DMUS_AUDIOF_ALL, 0))) return hr; ---------------------------------------------------------------- I just found out that even playing in the normal audipath produces slighty the same effects of static (a little less). I also found that this same thing happens in the xbox too. Any help or direction is appreciated. Thanks, George George Faraj, FX Legends SPS, Honduras

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