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Author: Sid PriceSid Price Date: Aug 19, 2008 08:15
I have an application that uses DirectSound; it is a live-stage automation
and control system for music and sound effects. Looking to the future I have
begun to think about the next major revision of our system software and
therefore I downloaded the DirectX SDK (August 2008). I read in the
documentation that DirectSound is a "deprecated technology" and that
developers of pro-audio should use "Windows Core Audio". My question is,
what is "Windows core audio" and where is it documented? Searching the SDK
documentation does not really reveal any further information.
I would appreciate any pointers and help in understanding the direction I
should go with the future development of my application. I should mention
that control and replay of video is a potential requirement of this system
in the...
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Author: Chris P.Chris P. Date: Aug 19, 2008 09:02
On Tue, 19 Aug 2008 09:15:07 -0600, Sid Price wrote:
> I have an application that uses DirectSound; it is a live-stage automation
> and control system for music and sound effects. Looking to the future I have
> begun to think about the next major revision...
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Author: Sid PriceSid Price Date: Aug 19, 2008 14:07
"Chris P." chrisnet.net> wrote in message
news:1hd4epx80ceg$.aupqp7lopjr9.dlg@40tude.net...
> Windows Core Audio is a Vista+ API otherwise known as WASAPI. WASAPI has
> a
> high latency mixing mode plus a low latency exclusive mode.
>
> The more direct replacement for DirectSound is XAudio2 part of XACT. It
> is
> a simpler interface designed for games (playback only). You'll have to
> make the decision on which is better for your application.
>
Is the WASAPI available on XP? I need to keep the application working on
both XP and Vista.
I will check out XAudio2, hopefully it has some similarity to DirectSound
API and won't be a whole new learning curve.
Thanks,
Sid.
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Author: Sid PriceSid Price Date: Aug 19, 2008 16:04
"Sid Price" nowhere.com> wrote in message
news:u3ZIQ%%23jAJHA.524@TK2MSFTNGP06.phx.gbl...
>
> "Chris P." chrisnet.net> wrote in message
> news:1hd4epx80ceg$.aupqp7lopjr9.dlg@40tude.net...
>> Windows Core Audio is a Vista+ API otherwise known as WASAPI. WASAPI has
>> a
>> high latency mixing mode plus a low latency exclusive mode.
>>
>> The more direct replacement for DirectSound is XAudio2 part of XACT. It
>> is
>> a simpler interface designed for games (playback only). You'll have to
>> make the decision on which is better for your application.
>>
> Is the WASAPI available on XP? I need to keep the application working on
> both XP and Vista.
It seems that WASAPI is only available on Vista.
> I will check out XAudio2, hopefully it has some similarity to DirectSound
> API and won't be a whole new learning curve.
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Author: Chris P.Chris P. Date: Aug 20, 2008 07:48
On Tue, 19 Aug 2008 17:04:48 -0600, Sid Price wrote:
> It seems that WASAPI is only available on Vista.
Which is why I said it was a Vista+ API in the first place :)
>> I will check out XAudio2, hopefully it has some similarity to DirectSound
>> API and won't be a whole new learning curve.
>
> Is there a managed wrapper for XAudio2. Having that would make the
> transition from DirectSound to XAudio2 much simpler since I use a very thin
> wrapper on the DirectSound API in the application currently.
> Thanks,
> Sid.
It's part of the managed XNA framework. I have not tested any of the
managed interfaces.
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Author: Sid PriceSid Price Date: Aug 20, 2008 13:30
"Chris P." chrisnet.net> wrote in message
news:1uzyv34r6vbiq$.14sbzlyl57rs4.dlg@40tude.net...
> It's part of the managed XNA framework. I have not tested any of the
> managed interfaces.
>
Thank you Chris, I have downloaded XNA Game Studio 2.0 and begun to examine
the audio classes in the framework. What is unclear from the documentation
is how to proceed to build an application like mine, i.e. one where the user
creates the sound files that are used rather than the application having the
audio files and cues predetermined. All the samples appear to be focused on
using XACT to create an audio project and then to use those audio projects
from an application (game). Is the approach I need to use viable with this
framework? It seems that the "Audio" namespace is specific to playing...
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Author: Chris P.Chris P. Date: Aug 20, 2008 14:35
On Wed, 20 Aug 2008 14:30:50 -0600, Sid Price wrote:
> Thank you Chris, I have downloaded XNA Game Studio 2.0 and begun to examine
> the audio classes in the framework. What is unclear from the documentation
> is how to proceed to build an application...
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Author: Sid PriceSid Price Date: Aug 20, 2008 15:13
"Chris P." chrisnet.net> wrote in message
news:1fk1atu7fd0wt$.1b5s285gqyhpo.dlg@40tude.net...
> I believe there is a name space that should allow you to use XAudio2
> directly, which is probably what you want. The XACT stuff is fairly
> powerful but probably goes beyond what you need.
>
> This bit from the SDK should be a reasonable guide:
>
> "Using XAudio2 or XACT
> The Microsoft Cross-Platform Audio Creation Tool (XACT) is a high-level
> game audio API with a rich content, designed for game developers who want
> a
> ready-made solution for content-driven game audio. XACT does not perform
> any signal processing or mixing, and does not work at the sample level. In
> contrast, XAudio2 is a low-level signal processing and mixing engine
> similar to DirectSound or XAudio. It is designed for developers who want
> to
> write their own game audio engines, or who prefer not to use a
> content-driven solution such as XACT.
> ...
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Author: Chris P.Chris P. Date: Aug 20, 2008 16:01
On Wed, 20 Aug 2008 16:13:19 -0600, Sid Price wrote:
>>
> Thanks again Chris, I can not find a namespace that contains the XAudio2
> APIs and everything in the DirectX SDK seems to refer to only the COM
> interfaced objects. So I guess I have gone full circle in my search, i.e.
> there appears to be no managed wrapper or namespace for the XAudio2 APIs. Am
> I correct? Are there any third party projects that would provide this
> functionality?
Are you using the August 2008 version of the SDK? You can always do the
COM interop directly, but I'm sure there's an easier way. I'll take a look
around.
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