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Finish audio tutorials #82
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In addition to positional audio, I haven't found anything about streaming audio. It looks like all the normal ways of playing the sound from the WaveBank only work for in-memory. |
Thanks for the info! I'd missed that other task. I don't have a pressing need, but I'd like to stream ADPCM before I release (which realistically, is probably a few years out). Any chance DirectX Tool Kit will support ADPCM streaming in that time frame? |
Dunno if this is the correct topic, did you even thought on replacing the XAudio backend with WASAPI? What are the performance tho on XAudio? |
WASAPI is appropriate if you have your own mixer and can provide whatever source-rate that WASAPI requires, and is often used by game audio middleware like FMOD, MSS, WWise, etc. because their software does all the real-time mixing, source-rate conversion, etc. XAudio2 in fact uses WASAPI for output of the final mix too. XAudio2 does the source-rate conversion, real-time mixing, and optionally applies digital signal processing before submitting it to WASAPI for play. They are solving different problems. The DirectX Tool Kit for Audio is just a collection of management classes to simplify using XAudio2 based on the design of the XNA Game Studio framework. |
I see, thanks for explanation. |
@walbourn thanks for keeping me posted! I've switched over to WWise for now, but if that ends up no longer suiting my needs I'll be sure to take another look at DXTK's audio. |
split playing sounds & wavebank tutorial pages, and added streaming to the wavebank page. |
Added tutorial on positional audio here |
The section of on using positional audio is UNDER CONSTRUCTION.
Also add section on using SoundStreamInstance to Playing sounds tutorial
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