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ASIO and ac3filter programming to decode dolby digital in realtime

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I recently bought some gadgets that don't play well together. Namely, I want to connect my playstation 3 optical out to my sound card to play through my 5.1 speakers. Since the card doesn't decode dolby in hardware, I have to attempt to do it on the fly through ac3filter, yay! I encountered two obstacles so far: 1. The inadequate, but working solution: In graphedit, I route audio source->ac3filter->audio renderer and it works, but predictably audio lags behind video a fraction of second, and 2. The annoyance: When launching/quitting games, I lose audio and get buzz instead. I have to go the the mixer on my sound card control panel and toggle "SPDIF-in reverse" checkbox and I get back my sound. Solution for 1: I started writing my own directshow ASIO streaming capture/render filter that uses ASIO4ALL v2 for the driver. So far I managed to write enough code for 2 channel stereo input/output to work to see if I can defeat the lag issue, and it's a success so far. I'm confident I will have the whole thing done in a few days. Solution for 2? I don't want to go the the mixer all the time to flip a switch. Since I have the access to the whole SPDIF stream, how do I check whether it's valid or whether I need to "reverse it." This would allow me to fix the signal inside the capture filter prior to passing it through the decoder. I searched everywhere but I just hit a wall here. What does reverse spdif mean? Can anyone point me how to do it in C/C++? My sound card is the Turtle Beach Montego DDL 7.1 on newest reference cmedia drivers for windows xp, if this makes any difference. Thanks in advance.

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This topic is 2858 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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