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DirectSound, 3D, Sharing Buffers

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Hi, I am using DirectX 8.0 and have madded the a DirectSound sample to play any sound from disk at any location. What I want to do though is load on sound (the physical buffer) but share it across a number of instances in the 3D env. So, you could get (say...) a car horn beeping from 6 different places at different offsets but from the same buffer (for the sake of RAM saving). Has anyone got an example of this in action or know how to do this? I am not really sure which function calls are time consuming / pipeline flushing and which aren''t. Kind Regards, BloodBaz. pBloodBaz->nMsgCnt++

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i''m not too good with daudio8 but couldn''t you create 6 3dsound buffers attached to the audiopath you use to play that sound? and then just call buffer::SetSoundPosition() or whatever the routine is.

dan

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Thanks for the replay,

I could, but what I am trying to do is share the actual wav file rather than duplicate each so that I am not using excessive memory (as the actual wav is by far the largest memory eater.

Blood Baz.

pBloodBaz->nMsgCnt++

Edited by - BloodBaz on November 23, 2001 7:18:51 AM

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