I managed to do it making my own classes, but I'd suggest at least using the 
CWaveFile class. I believe the file is in  samples\C++\common\DXUTSound.cpp, 
but don't have the SDK on this machine, so can't be sure. That one has most 
of the ugly details of loading buffers from wave files. That's one advantage 
managed DirectX has going for it.


----- Original Message ----- 
From: "Davy Kager" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, March 06, 2007 7:56 AM
Subject: Re: [Audyssey] quick vb6 coding question


> Hi,
>
> Yes I use DirectSound together with C++ to play sounds. Or in fact I try 
> it,
> but I can't figure out what the easiest way is to load wavefiles into
> memory. However, there is that collection of classes called CSoundManager,
> which can do it. But I want to have my own functions, so I have to grab 
> the
> code from those classes. And that's kinda difficult.
> ----- Original Message ----- 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Tuesday, March 06, 2007 6:59 AM
> Subject: Re: [Audyssey] quick vb6 coding question
>
>
> Hi Davy,
> As I was saying before the number strings, which are usually just
> character arrays, can easily be referenced by using something like
> SubString. How, exactly you obtain the SubString depends on the
> language, but in .NET all languages C++, C#, and VB.NET just call
> substring as it is apart of the string class.
> As for creating and loading files are you using DirectX DirectSound?
> Loading files in VB and DirectX is not very difficult.
>
>
>
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