I follow the SDK's documentation of August '07, and that still deals with 
IDirectSound8, so I use it. This suits my needs and is compatible with all 
the operating systems that I'd like to support. Furthermore, I've never been 
up-to-date, i.e. I absolutely don't like .NET and thus I don't use it.
For XAudio2, that might be a tricky point, but I'm sure it'll be possible to 
find a good alternative for the panning functions in DirectSound. The 
wrapper function will in that case convert any pan-value to a suitable 3D 
position.
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Tuesday, October 30, 2007 10:59 PM
Subject: Re: [Audyssey] XAudio2


Hi Davy,
Well, I understand what you are trying to do, but there are some major
changes/differences between DirectSound and XAudio you might want to be
aware of before blindly creating allot of wrappers that require allot of
reworking in the future. To my knoledge XAudio doesn't offer a simple
stereo pan control and uses full 3D positional buffers in games.
Another consideration you might want to take note of is that
IDirectSound8 has been depricated for a long time. You should be using
the DirectX 9.0C com components. As of November 2007 IDirectSound8 no
longer ships with the SDK and distribution package.
Cheers.


Davy Kager wrote:
> Hi,
>
> What I'm trying to build is an engine that has wrapper functions for all 
> the
> DirectSound functions. So a CreateBuffer() function and a SetPan() 
> function
> instead of using the methods from the IDirectSound8 interface. In that 
> way,
> if I wish to switch to XAudio2, I just have to change these wrappers and 
> the
> whole engine and any potential game sourcecode will still work fine.
> Oh, just a quick note, I was talking about the COM-part of DirectX 
> there...
>
> Cheers!
>


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