Jump to content
  • Advertisement
Sign in to follow this  

Question about DirectSound and "Dynamic Voice Management"

This topic is 4037 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

When I call to IDirectSoundBuffer8::Play, with the flags DSBPLAY_TERMINATEBY_TIME and DSBPLAY_TERMINATEBY_PRIORITY it is supposed that DirectSound uses 'voice management', and it stops sounds that can't manage. But this is my question, this 'STOP' (named 'buffer termination' in SDK documentation) really do IDirectSoundBuffer8::Stop or only the voice is silenced?, because is not the same, if only the voice is silenced but is only executing, the PLAY CURSOR is updated, and when there is another FREE VOICE, then this sound before stoped can continue. But I don't know how DirectSound do the "Dynamic Voice Management". Can anyone help me?.

Share this post


Link to post
Share on other sites
Advertisement
I respond to myself, but not 100% sure (only 99%), I think is STOPPED (as with Stop()), because we have the method

IDirectSoundBuffer8::GetStatus

that with the result DSBSTATUS_TERMINATED, is for that purpose.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!