Hi Phil,

You can still pan stereo sounds in DirectX 8 as well. However, the
issue isn't stereo panning but using virtual 3d buffers which is a
totally different thing altogether.

If you want to pan a sound left or right it doesn't really matter if
the sound is stereo or mono because all it does is adjust the balance
between the left and right channels .IE. simple stereo panning.

However, with virtual 3d buffers it does far more than adjust the
balance between the left and right speakers. With a very basic
surround sound setup you have at a minimum front left, rear left,
front right, rear right, and a center speaker. I.E. a total of five
channels.  Possibly more if you are using 7.1 surround sound systems.
Its much easier to move a mono sound around using five or more
channels than it is to do it with a stereo sound. That is why APIs
like XAudio2 really use mono sounds for virtual 3d instead of stereo.

Cheers!


On 4/28/13, Phil Vlasak <[email protected]> wrote:
> Hi Thomas,
> Back in the good old days of DirectX 6 or 7 you could pan a stereo sound.
> That is how the GMA engine played sounds.
> David had all the sounds of Shades of Doom and Loan Wolf in mono but for
> Pacman I had them all stereo.
> True when you panned the sound too much you lost the stereo effect, but when
>
> the thing got closer you could here the stereo effect so creatures close to
>
> you sounded more realistic.
> In Pacman and Sarah I had to switch from panning mono files to static stereo
>
> files when a creature or ghost touched you.
> Now the stereo file can have the creature zoom around you but it is an
> effect of the file and not the creature's placement in the map.
> Phil

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