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Topic: DirectSound


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In the News (Sat 2 Jun 12)

  
  [H]ard|Forum - View Single Post - Dolby Digital 5.1 out of sync on Audiy2zs, take two
DirectSound natively supports mixing multiple streams, independent volume control, hardware acceleration layer and hardware emulation layer (features which aren't supported by hardware are emulated by software, so the programmer doesn't have to worry if his new l33t code will work right on old sb16).
DirectSound should be generally fine to use everywhere except for nt4, as long as you have latest DirectX version for your OS and proper soundcard drivers installed.
DirectSound is preferred over waveOut on win2k/xp, because their DirectSound implementation is relatively good (eats less CPU than waveOut and is free of win2k/xp waveOut implementation glitches).
www.hardforum.com /showpost.php?p=1026301980&postcount=4   (756 words)

  
 Exploring DirectX 5.0, Part II: DirectSound Gives Your Apps Advanced 3D Sound --MSJ, June 1998
When a secondary buffer is played, DirectSound mixes the data from the secondary buffer with the data in the primary buffer and the user hears the composite sound.
DirectSound will automatically mix the data from the secondary buffer with the data from the primary buffer to produce the sound that the user hears.
DirectSound solves this problem by allowing you to set the distance from the listener at which the sound is at maximum and minimum volume.
www.microsoft.com /msj/0698/sound/sound.aspx   (8324 words)

  
 Epinions.com - DirectSound (Windows 2000) means Unlimited Channels
Before Microsoft introduced Windows 2000 and DirectSound, the number of channels that a soundcard had available in its hardware was an important factor when purchasing a sound card.
DirectSound just mixes the applications' noises with the audio stream on the fly.
I could run three audio streams at the same time, and hear the resulting cacophony as the three were smoothly mixed together into the computer's single stereo channel.
www.epinions.com /content_1880858756   (519 words)

  
 Microsoft.DirectX.DirectSound   (Site not responding. Last check: 2007-11-04)
Represents a DirectSound effects object used to set and retrieve effect parameters on a SecondaryBuffer object that supports chorus.
Represents a DirectSound effects object used to set and retrieve effect parameters on a SecondaryBuffer object that supports amplitude modulation.
Represents a DirectSound effects object used to set and retrieve effect parameters on a SecondaryBuffer object that supports parametric equalizer effects.
msdn.microsoft.com /library/en-us/directx9_m/directx/ref/microsoft.directx.directsound.asp   (1013 words)

  
 The Code Project - A wrapper class for the DirectSound API - Audio and Video
DirectSound is a COM interface, so the DirectSound object is the COM component object (a pointer to DirectSound).
The DirectSound object is the core of sound playback and all of buffers, both primary buffer and secondary buffers are created by it, so it must be instantiated before doing any sound play back.
The DirectSound wrapper class is a generic class, so it is hard to use a windows timer in the class.
www.codeproject.com /audio/dxsnd.asp?df=100&forumid=2034&exp=0&select=443175#xx443175xx   (811 words)

  
 Remote Media : Directsound - Directional Audio : Audio, Visual and Interactive Products and Solutions   (Site not responding. Last check: 2007-11-04)
Directsound is ideal for applications where sound needs to be delivered within a controlled zone.
When installed, Directsound will provide a column of sound within which the audio source can be heard with maximum clarity and volume.
Directsound can be both wall mounted and ceiling mounted depending on the requirements of each application.
www.remotemedia.co.uk /directsound.htm   (132 words)

  
 What is DirectSound
DirectSound is the portion of Microsoft's DirectX API that handles sounds.
DirectSound also supports 3D sounds through the use of the Buffer3D and Listener3D classes.
DirectSound enables you to capture sounds from a microphone or other input to the sound card, for immediate playback or storage in a file.
www.gpwiki.org /index.php/What_is_DirectSound   (131 words)

  
 GameDev.net - Streaming Wave Files with DirectSound
DirectSound has no concept of when playback of a wave file is complete--it just happily cycles through the sound buffer playing whatever data is there until it's told to stop.
DirectSound's write cursor specifies the position in the buffer where it is safe to write data.
DirectSound does not change its write cursor when you write data to a sound buffer--the write cursor always tracks the play cursor and leads it by about 15 milliseconds during playback.
www.gamedev.net /reference/articles/article710.asp   (4963 words)

  
 Hydrogenaudio Forums [Powered by Invision Power Board]
Directsound is not supposed to change the data, at least if your card offers directsound hardware support (hardware mixing or acceleration), but kernel streming is more secure.
They show how analog performance with directsound and waveout are virtually identical to ASIO output, both in 16 and 24 bit output mode, for my Audiophile card.
But on some cards and modes (wave output instead of directsound, for example), it will resample the signal to 48 KHz, and this is a greater change to the signal.
www.hydrogenaudio.org /forums/index.php?act=Print&client=printer&f=1&t=5755   (6602 words)

  
 Microsoft België & Luxemburg - MSDN - Sound Synthesis in C# with DirectSound: A Drum Machine
Managed DirectSound, which is a component of DirectX 9, allows you to play sounds in.NET without resorting to COM Interop or P-Invoke.
DirectSound is a component of DirectX that gives applications access to audio resources in a hardware-independent way.
As I mentioned before, a streaming buffer in DirectSound is nothing but a small buffer that is constantly refreshed with new data as the buffer is playing.
www.microsoft.com /belux/nl/msdn/community/columns/munoz/winrhythm.mspx   (3257 words)

  
 TDx_Sound_Library Information - BCB-Tools.com   (Site not responding. Last check: 2007-11-04)
It is used to define an almost unlimited number of sound buffer notification positions (DirectSound seems to limit it to 60), which are byte-offsets inside a sound buffer.
It describes the capabilities of a particular directsound device, including it's current functionality, various memory settings, sample rates, mixing overheads, total available hardware memory and.
It can be used to compact a sound buffer, create a directsound interface, create a sound buffer, enumerate DirectSound(tm) devices, destroy a directsound interface, duplicate a sound buffer, retrieve a device's capabilities, set and retrieve a device's speaker configuration and set and retrieve a device's cooperative level.
bcb-tools.com /TDx_Library/TDx_Sound_Library_Information.htm   (2260 words)

  
 Gamasutra - Configuring Hardware-Accelerated DirectSound3D
DirectSound3D is a set of DirectSound API calls that allows for the placement of sounds using a 3D-coordinate system instead of a simple "left-right" pan.
DirectSound supported basic wave file mixing along with the control of pitch, volume and simple left/right pan.
DirectSound also supported the offloading of the mixing, panning and pitch-shifting to external hardware, or "audio acceleration." However, due to the limitations of the ISA bus, accelerating the audio meant that the sound card manufacturers had to place (at the time) expensive dedicated audio RAM on their soundcards.
www.gamasutra.com /features/sound_and_music/090597/direct_sound.htm   (2332 words)

  
 ST Audio Knowledge Base
In fact, the MMSYSTEM DLL files as well as the DirectSound interface DLL files are part of the Windows operating system and universally used for all soundcards, they are not part of the driver offered by the soundcard manufactuer.
DirectSound was invented by Microsoft after the release of Windows 95.
DirectSound however has a huge limitation: it is not possible to record audio signals.
www.staudio.de /kb/english/drivers   (2089 words)

  
 Direct X - DirectSound
DirectSound je programski vmesnik in je audio komponenta DirectXa.
DirectSound omogoèa "miksanje", strojno pospeševanje in direkten dostop do zvoènih naprav.
DirectSound omogoèa aplikacijam spremembo glasnosti, frekvence in barve zvoka, z namenom, da bi ustvarili 3D efekte.
projekti.svarog.org /directx/DSound.html   (50 words)

  
 WINAMP.COM | Forums - DirectSound Output FAQ
DirectSound natively supports mixing multiple streams, independent volume control, hardware acceleration layer & hardware emulation layer (features which aren't supported by hardware are emulated by software, so the programmer doesn't have to worry if his new l33t code will work right on old sb16).
Note that DirectSound itself supports up to 100000Hz, you can't use higher sample rates with DirectSound no matter what you do.
Long explaination: DirectSound tends to perform aggressive downsampling to save ISA bandwidth when using old ISA soundcards.
forums.winamp.com /showthread.php?goto=lastpost&threadid=100492   (1817 words)

  
 The Code Project - DirectX 9 - Get Ambient With DirectSound - Multimedia
It was tough pulling together enough information on DirectSound to get an app working, but I did it, so here is the project I cut my teeth on.
Though I'll only be reviewing the DirectSound functionality, the project is commented well and you should have no problems figuring out what's going on and how to extend it; or pull it apart.
Because the DirectX driver for DirectSound could be utilized by a different app running at the same time, this is unavoidable.
www.codeproject.com /cs/media/AmbientSounds.asp   (808 words)

  
 neXe - DirectSound   (Site not responding. Last check: 2007-11-04)
DirectSound is an API for recording and playing sounds with very low latency, and giving you a high level of control over the sound pipeline.
It also includes a system for 3D sounds (playing the sound in such a way that it seems to come from a specific direction) and a system for applying effects to sounds (like 'echo' and 'garble').
DirectSound has a concept of sound buffers for the single samples.
nexe.gamedev.net /directKnowledge/default.asp?p=DirectSound   (185 words)

  
 Multimedia on Windows CE : [Windows CE, multimedia, directx, directdraw, directsound, windows media player control, ...   (Site not responding. Last check: 2007-11-04)
The Windows CE DirectSound® API provides fast access to audio rendering hardware and allows you to mix, play back, and capture audio data in a variety of formats, at various rates, and in either mono or stereo.
DirectSound provides low-level yet device-independent access to the sound device, enhanced automatically with hardware acceleration when it is available.
Windows CE DirectSound interfaces are generally fully consistent with the Windows DirectX 6.1 version of the APIs.
www2.abacus.co.uk /microsoft/cemultimedia.htm   (3340 words)

  
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www.sightings-in1.com /oscilloscopes/directsound-oscilloscope.htm   (336 words)

  
 WINAMP.COM | Forums - directsound
In directsound, both in original 2.78 and new one with cross fader, i have problems with skipping.
windoze media player) has the same problems; old and new directsound plugins are totally independent projects and it is not possible that they have the same bugs.
games use DirectSound in different way - they play a lot of short sounds, the problem is less noticeable (i think it doesn't globally interrupt all sounds on your system, only one particular stream; that's why it's a pain in the ass only if you are listening to music).
forums.winamp.com /showthread.php?threadid=70731   (1003 words)

  
 Setting Up Direct Sound
DirectSound is a component of the DirectX library that gives today's audio developer added speed and control of the audio devices.
DirectSound will restore the hardware format, as specified by the most recent call to the IDirectSoundBuffer::SetFormat method, once the application gains the input focus.
In DirectSound in DirectX 1, the play cursor was significantly ahead of the actual playing sound on emulated sound cards; it was directly behind the write cursor.
community.borland.com /article/0,1410,20941,0.html   (3215 words)

  
 Active Worlds Help ~ DirectSound   (Site not responding. Last check: 2007-11-04)
The audio subsystem of Peace City 3.1 has been upgraded to use DirectSound, which is part of DirectX from Microsoft.
One benefit that DirectSound brings to Peace City is the ability to play more than one sound simultaneously.
Thus, background sounds created with the sound command no longer need to be interrupted in order to play sound effects triggered with the noise command; instead, in Peace City 3.1 noises now play on top of any background sounds.
www.peacecity1.com /3Dhelp/33help/direct_sound.html   (87 words)

  
 DirectSound Control Home
DirectSound Control (DSC) is a wrapper DLL which allows to tweak some function calls of games to Microsoft DirectSound (part of DirectX).
The functionality DSC provides is meant for users with deeper understanding of the programming of the DirectSound API.
This version has been developed to help you to debug your application that uses DirectSound or to track down bugs in the implementation of 3D positional audio in games.
www.bockholdt.com /dsc/index2.html   (209 words)

  
 [No title]   (Site not responding. Last check: 2007-11-04)
DirectSound is the new "modern" sound playback API, available as redistributable for all versions of 32bit Windows OS's (though nt4 directsound is terribly broken from my experience).
On win2k/xp (WDM), waveOut and DirectSound are just 2 different pathes of passing PCM data to windows kernel mixer.
In win9x OS line, DirectSound does low-level hw access on its own, meaning that it may behave differently than waveOut in many cases, eg.
home.revealed.net /xen/WOvsDS.txt   (1806 words)

  
 Get World-Class Noise and Total Joy from Your Games with DirectSound and DirectInput
When you write into the memory pointed to by this address, the DirectSound driver catches the memory-write operation and gets the bits to their destination in a manner defined by the device driver.
DirectSound provides a method to duplicate a sound buffer by creating a virtual copy of the original buffer.
DirectSound is great since it introduces a few new features such as mixing along with extremely low latency to provide a great sound setup.
www.microsoft.com /msj/archive/S241.aspx   (6217 words)

  
 Mailgate: rec.arts.int-fiction: Re: [Glulx] Problem with WinGlulxe and sound   (Site not responding. Last check: 2007-11-04)
A DirectSound initialize call (specifically CreateSoundBuffer(), I think) can fail if both it and a previously playing sound buffer have demanded a hardware mixing buffer, so that either the hardware and/or a mixing channel for the buffer are unavailable.
But if a program is doing this when it's not necessary, it's being (in my opinion) a Bad DirectSound Citizen.
There is however a greater > chance of a performance hit/sound glitching under DS, at least in my > experience.) Failure to initialize DirectSound is more likely due to a > COM-level failure, and is therefore much more likely on a pre-NT Windows > (i.e., 9x or ME).
mailgate.supereva.it /rec/rec.arts.int-fiction/msg31284.html   (387 words)

  
 [No title]
Secondary buffers may suck performance-wise, but are the safest means of getting sound out of your computer, and they may even be hardware accelerated and fast in some rare cases.
DirectSound gives you an easy and reliable way of synchronizing your internal clock to the audio stream.
I know, the DirectSound SDK and many other sources will make it seem that things like double-buffering or DirectSound's notorious Position Notifications are a necessity, but in fact they aren't.
www.kebby.org /articles/fr08snd3.html   (1837 words)

  
 DirectSound Distractor Release Notes   (Site not responding. Last check: 2007-11-04)
DirectSound Distractor is an application that is used to force the loss of DirectSound buffers.
With this application, sound developers can force their engines to lose their buffers, so they can test the engine's buffer loss/restoration code and debug it properly.
Be sure you released DirectSound before you exit to avoid a leak.
directx.netfirms.com /distractor.htm   (168 words)

  
 DirectSound Streaming   (Site not responding. Last check: 2007-11-04)
This C++ source code is a very brief example of how to get a DirectSound streaming up and running.
DirectSound is loaded dynamically via LoadLibrary and the DirectSoundCreate function is retrieved using GetProcAddress.
This works fine with the only fly in the ointment being that there is no typedef'd prototype given for this function in the DirectSound header hence the typedef before DXAudioStreamer::Open.
www.burnttoys.co.uk /DXASCPP.html   (377 words)

  
 DirectSound and MFC
I have created a class for the sound object and it has all the stuff for a DirectSound except for the two items that seem to me to be generic to DirectSound.
In the MFC document object I create the DirectSound interface pointer and set the cooperative level.
I have tests on all DirectSound stuff that is supposed to return DS_OK.
www.talkaboutsoftware.com /group/microsoft.public.win32.programmer.directx.sdk/messages/6289.html   (240 words)

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