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  1. I answered a same question from stack overflow. just for your reference The basic rule is, if you develop XAudio2 program on Win 8, use the Windows SDK, otherwise, use DirectX SDK. If you are working on Win7, make sure[list] [*]the head file XAudio2.h you are using comes from the DirectX SDK, that's something like C:\Program Files\Microsoft DirectX SDK (June 2010)\Include\XAudio2.h, not come from the Win8 SDK, something like C:\Program Files\Windows Kits\8.0\Include\um\XAudio2.h(in case you installed the Win8 SDK) [*]Call CoInitializeEx(NULL, COINIT_MULTITHREADED); before calling XAudio2Create, since the old version(before 2.8) of XAaudio2 was created by COM, so it does not need a .lib file, and there is no .lib file for XAudio2 before Win8. [/list] This page below contains a detail introduction of the version of XAudio2, you can take a look. [url="http://msdn.microsoft.com/en-us/library/windows/desktop/ee415802(v=vs.85).aspx"]XAudio2 Versions[/url]
  2. I have done a similar task before, if you don't involve the shaders and effects, it's just some API replaces, lib path changes i think. are you project open sources?
  3. Smooth player movements?

    [quote name='Exessuz' timestamp='1346187461' post='4974235'] yes you can animate a sprite and interpolate each frame as an animation, and move using delta time. this link is for c++ but you can get the idea [url="http://www.programmersheaven.com/2/time-fps"]http://www.programme....com/2/time-fps[/url] ej currentpos += dir*deltatime; [/quote] This is a good idea, time delta is widely used in geometry transforms like rotation and translation.