Hi Ken,

Actually, this has nothing to do with Microsoft specifically. All the
3d libraries out there  be it OpenAL, FMOD Ex, Bass, etc use mono
sound samples for virtual 3d audio. There are technical reasons why
they use mono instead of stereo  for virtual 3d audio, but I don't
recall off hand what they were specifically. However, what it comes
down to is it takes up less memory and CPU power to position mono
sounds than stereo sounds, and you don't need a stereo sound if you
are not going to play it back in stereo anyway.

For instance, when you play a stereo sound you have two channels left
and right. This is fine if you intend to play both channels at the
same time. However, if you are positioning a sound in 3d only the left
or right channel can be heard at a time negating the need for both
channels. You are just wasting CPU power and ram on an extra channel
and a much larger file that isn't being used to begin with. Make
sense?

Cheers!

On 4/27/13, Ken The PionEar <[email protected]> wrote:
> I find myself wondering what wise guy at Microsoft thought that you
> shouldn't be able to play stereo files in a 3d buffer. While it's true that
>
> if the sound is off to the left or right, the stereo effect isn't
> noticeable, when you're in front of the object it certainly is. That's why
> there are two bands in my soundscape explorer. OK, back to coding...
>
>
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