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Koobazaur

A few questions about DirectAudio

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I've been wanting to implement some sound into my 3D world and have been following these tutorials. However, I have a few questions about the Direct Audio Interface. Firsly, I imagine my desing as a general sound databank (sound segments), and the in-game sound objects merely having an Audio Path and playing a given segment from the main list through their audio paths. This design seems a bit limited but I don't know how to overcome it. 1. It seems like the Performance's PlayEx / StopEx functions are very limited; I can't even choose to play a segment from any random point, it always starts from beginning. 2. When I use a 3D buffer for 3D sound and leave the audible range, is the sound still being processed? If so, would having it running in the background be an issue or should I always disable a sound that is inaudible? 3. I was thinking about manually disabling sounds I am out of range of (no point in them playing), but (as previously mentioned) if I do that, the sound will always replay from start instead of where it stopped which would create some really annyoing effects if they player kept entering/leaving the sound boundary repeatedly. Any way to get over this? 4. It seems like I cannot even store duplicates of the same segment; I tried loading a segment of the same file and it would fail when I called Performance->Download(). This means that if I want the same sound to be playing twice at the same time, I lose a degree of control (for instance, I cannot stop just one of them, both of them would die if I called Performance->StopEX). What am I missing here? [Edited by - Koobazaur on March 23, 2007 4:26:50 AM]

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It sounds like you're using the wrong API. DirectMusic is a high-level interface for playing various formats of sound file (think media players). DirectSound is far better-suited to real-time 3D audio. I'm sure you'll find the interfaces far more appropriate to your needs [smile].

Admiral

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