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CannibalSmith

DirectSound buffer capabilities

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According to MSDN [http://msdn.microsoft.com/en-us/library/bb219770(VS.85).aspx] capture buffers do not support IDirectSoundNotify8, but I've seen code (namely, Mumble) querying for it anyway. I tried it myself and found that it works on one computer, but doesn't on another. In both cases I could obtain the interface, but on one of the computers the event never came. Weird, huh? Also, is it safe to release the IDirectSoundNotify8 once I've set the positions, or should I hold on to it until the cleanup at the end of the application?

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Are you on Vista? Vista has semi-support for Directsound. Considering XAudio2 doesn't seem to have any audio input functions, I'm not sure what anybody's supposed to use for audio input any more.

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Quote:
Original post by AshleysBrain
Are you on Vista? Vista has semi-support for Directsound. Considering XAudio2 doesn't seem to have any audio input functions, I'm not sure what anybody's supposed to use for audio input any more.


I don't know if it's any good for input, but I think OpenAL can do it.

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Quote:
Original post by AshleysBrain
Are you on Vista? Vista has semi-support for Directsound. Considering XAudio2 doesn't seem to have any audio input functions, I'm not sure what anybody's supposed to use for audio input any more.


For xp there you can still use DirectSound or the multimedia function waveInOpen whilst Vista has a new method using IAudioCaptureClient.

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Ya. From wikipedia:

http://en.wikipedia.org/wiki/DirectSound

Quote:

Windows Vista

Windows Vista features a completely re-written audio stack based on the Universal Audio Architecture. Because of the architectural changes in the redesigned audio stack, a direct path from DirectSound to the audio drivers does not exist[1]. DirectSound and other APIs such as MME are emulated as WASAPI Session instances. DirectSound runs in emulation mode on the Microsoft software mixer. The emulator does not have hardware abstraction, so there is no hardware DirectSound acceleration, meaning hardware and software relying on DirectSound acceleration may have degraded performance. It's likely a supposed performance hit might not be noticeable, depending on the application and actual system hardware. In the case of hardware 3D audio effects played using DirectSound3D, they will not be playable.

Third-party APIs such as ASIO and OpenAL are not affected by these architectural changes in Windows Vista. A solution for applications that wish to take advantage of hardware accelerated high-quality 3D positional audio is to use OpenAL. However, this only works if the manufacturer provides an OpenAL driver for their hardware.[2]

As of 2007, a solution to re-enable hardware acceleration of DirectSound3D and Audio Effects, such as EAX, called Creative ALchemy was launched[3]. Creative ALchemy intercepts calls to DirectSound3D and translates them into OpenAL calls to be processed by supported hardware such as Sound Blaster X-Fi and Sound Blaster Audigy.


Wiki goes on to note that as of March 2008, XAudio 2 is the PC/XBox replacement for DirectSound.

-me

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