76 lines
3.0 KiB
Plaintext
76 lines
3.0 KiB
Plaintext
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DirectSound 3 Readme File
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1. New Features in DirectSound 3
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================================
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- DirectSound3D is finally available! This implementation includes
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the ability to position and move sounds in 3D space, complete with Doppler
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shifting, attenation due to distance, and a sound cone feature which
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allows you to create sounds which are louder when pointing straight at
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you than when they are pointing away. DirectSound3D has a flexible
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coordinate system which allows you to use your internal game coordinates
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and still get the effects you want. To learn more, check out the help
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files, or look at the following samples:
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\dxsdk\sdk\samples\ds3dview
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\dxsdk\sdk\samples\dsshow3d
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\dxsdk\rockem
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- Global Sounds. Many developers wanted to make sounds even when their
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application is not the foreground application. Now you can! Just create
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your sound sound buffer with the DSBCAPS_GLOBALFOCUS flag specified and
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the sound buffer will be audible regardless of sound focus. However,
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please note the following caveats:
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a) Global sounds will not be audible if the sound focus application
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has the DSSCL_EXCLUSIVE level set. That application has requested
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that it not be interrupted, so we respect that request.
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b) You can't create a global sound on a DirectSound object that has
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DSSCL_WRITEPRIMARY.
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2. New Sound Driver Support
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===========================
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This release contains support for the ESS 1788 card and new versions of
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the ESS 1688 and SoundBlaster AWE 32 cards, in addition to the drivers
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supported in DirectX 1 and 2. This brings our total sound card coverage
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to the following:
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- Sound Blaster: 8-bit cards, 16-bit cards, and the AWE32.
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- ESS: 488, 688, 1488, 1688, 1788.
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- MediaVision: PAS 16, PAS Studio, PAS Plus, Pro 3D, and Blue Lite Special.
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- Aztech: Nova 16, Washington 16, Rocky 2.
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- Microsoft: Windows Sound System.
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Sound cards which do not have DirectSound drivers can still be accessed
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through DirectSound. If no driver is available, DirectSound will use its
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emulation layer to communicate with the device through the standard Wave
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driver interface. This provides full DirectSound functionality, but
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increases latency significantly and prevents access to hardware
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acceleration.
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We have also encountered faults in certain situations on the Roland
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Rap 10 and the Gravis UltraSound MAX.
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3. Known Problems with this release
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===================================
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- DirectSound3D consumes more CPU than ordinary mixing. Our measurements
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indicate that it consumes about 6% of a P90 per sound. If you ask
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DirectSound to play more 3D sounds than the processor is capable of, we
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will do our best to satisfy your demand. In practice, this will mean
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that the CPU will be overloaded and will be unable to spend any cycles
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on ordinary things like updating your display or reading your keyboard.
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So be sure to test your application to make sure that it runs on your
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low-end target platform.
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Thanks!
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The DirectSound Team.
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