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mtemple

Can I Assume 3D Support for DirectSound?

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How universal is support for 3D sound these days? I was thinking of checking for 3D DirectSound buffer support in our game, and dropping back to a standard DirectSound buffer if the support is not there (and doing my own fadeing and panning). But every article I read on the subject seems to be very old. Can I just assume that 3D support is there and go ahead? Is 3D buffer support universal by now? I think I will need standard DirectSound buffers for other things like ambient sound that is not positon sensitive, but I'm wondering if I need to use my own fadeing and panning code or if I can count on 3D. Thanks,

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This on-board audio I'm using just now doesn't support 3D sound buffers, or in fact any hardware buffers at all. However, you can just do the mixing in software; the performance penalty will only be slight, and you can have as many buffers as you like (As far as I know).

It's also worth noting that there's no hardware DierctSound support on Vista at all.

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Thanks Steve,

I already have my own software mixing code, so I was just curious if everyone else had abandoned this in favor of just turning everything over to DirectSound 3D buffers. I think it is simple enough to just convert positions in 3D space into pan and fade values. And like you say, I don't have to worry about 3D buffer support. I wonder if it is worth the effort to try doing any frequency modulation in order to simulate the Doppler effect?

Thanks again!

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I found that using hardware support wasn't a good idea. It sounded different on every computer I tried, depending on the audio hardware. It was just random. Using software made it uniform and predictable. It wasn't really any slower, and I could use as many buffers as I wanted.

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