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directsound problem

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1. This has one very important implication: DirectSound cannot set the format of the hardware's DMA buffer. For your application, this means that the hardware format is based on the data you actually play. If you play a 44 kHz file, Kmixer will mix all data up to 44 kHz and ensure that the hardware is running at 44 kHz. but I can use IDirectSoundBuffer8::SetFormat to set primary buffer.am I right? 2. I see microsoft sample that create primary buffer and setFormat and release it immediately.why do it? the primary buffer is not gloable? 3. does sound buffer creation not affect performance? I see some sample create buffer once in initialse(), and some create buffer every time on play. I guess it is better load all sound resource on initalize() and create buffer list so during running of game ,buffer creation do not need ,just play sound is ok. right?

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