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Paul C Skertich

DirectSound or XAudio2

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Previously, I used DirectSound and it worked out fantastic. Even on a Windows 8.1 system. The only issue I had was when the "player" approaches a sound located at 0,0,0 - I wanted the volume of the sound to increase based upon it's distance relative to the sound location.

 

I did some more research and found DirectSound to be depreciated and to use XAudio2. I viewed some tutorials on XAudio2 and got sound playing - however, because it was in a while loop it locked up my editor.

 

I want more clarification whether or not to use DirectSound even though it's depreciated or continue on with XAudio2? Do modern games still use DirectSound or XAudio2?

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If you are starting with one of them, I'd go for xaudio2, because it's the latest available and fully supported. Personally I use FMOD api, works perfect for me, also with 3D/ positional audio.

I'll try out FMOD only because I heard it on a lot of game titles. However, will there be a issue with compiling the FMOD API library in my game engine Dynamic Library?

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