thats a point phill
if both can be supported and then have it autoswitch or have an option in a 
menu to switch if the system finds both, in my system for example where I have 
all the libs for just about everything that needs to exist I'd like that.
At 07:08 p.m. 22/03/2010, you wrote:
>Hi Thomas,
>
>My vote goes to DirectSound. All cons considered it is rock solid, and it's 
>been tried and tested for 10 years. XAudio2 is the future, certainly, but not 
>quite yet in my mind. Eventually I intend making Streemway support both 
>DirectSound and XAudio2 and adjust itself depending on Windows version, and 
>since Streemway has a wrapper API I don't need to modify my own games to 
>integrate this; just Streemway itself.
>
>Kind regards,
>
>Philip Bennefall
>----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
>To: "Gamers Discussion list" <gamers@audyssey.org>
>Sent: Monday, March 22, 2010 7:01 AM
>Subject: [Audyssey] DirectSound or XAudio
>
>
>>Hi all,
>>As most of you know I've spent the last three or four months
>>converting my engine code from C# .NET to C++. At last after
>>three/four months of hard work the engine is almost ready to begin
>>using for building Mysteries of the Ancients beta 11. The one area of
>>the engine I haven't quite completed though is the sound core.
>>Initially I was using FMOD Ex 4.28, which is fine, but as you may know
>>that requires a special license to use in commercial products. When
>>incorperated into a game engine the license costs a lot more. I really
>>don't have the money right now to pay for the license so I've been
>>thinking about using DirectSound 8 or XAudio2.What I'm looking for is
>>some educated advice which I should use for my engine.
>>On one hand I know DirectSound 8 is old, is now technically moved to
>>the legacy branch of DirectX, but it also is quite stable and very
>>backwards compatible with older Windows releases. Plus Windows XP,
>>Vista, and Windows 7 all come with it installed so no need to upgrade
>>DirectX to use it. Thus if I go with DirectSound 8 I don't have to
>>install anything extra, or ask anyone to upgrade DirectX. All of these
>>things are compelling reasons for choosing DirectSound 8.
>>On the other hand XAudio2 looks very promising. For one thing it is a
>>lot newer, is designed for Windows releases beyond Windows 7, and is
>>currently being supported by Microsoft. This means going with it now
>>will save me some trouble upgrading my games when the time comes that
>>DirectSound is officially removed from DirectX altogether, but nobody
>>knows when that will be.Too many games and other multimedia products
>>depend on DirectSound to just up and drop it as Microsoft well knows.
>>They probably won't drop it completely until XAudio2 has fully
>>replaced DirectSound for newer games and other multimedia products. So
>>the fact that XAudio2 is current doesn't necessarily mean DirectSound
>>is a bad option. It just means my games will be more up to date so to
>>speak.
>>However, as i said before there are some features that make it
>>promising. For one thing I see according to the docs you can play and
>>stream some compressed file types like wma and xwma. This is obviously
>>a great feature as some music and ambience tracks can be quite big.
>>Having support for some compressed file types makes it a good choice
>>in that regard.
>>Besides that XAudio2 has some improvements in DSP support and can be
>>used to mix sounds for 5.1 and 7.1 sound cards which is very good
>>since the fact we depend on an entire audio environment to begin with.
>>The more realistic sounding the mixer is the more realistic the game's
>>audio environment will be. However, even though a game may support
>>such a high tech sound environment most of my customers are likely to
>>be stuck with some budget sound card like a Soundmax AC-97 that
>>shipped with their computer. So I'm not really certain that putting
>>extra work into specifically supporting 5.1 or 7.1 mixing will do them
>>a whole heck of a lot of good without the higher end hardware. If this
>>is the case then Xaudio2 3d mixing won't be much better than
>>DirectSound's 3d mixing if they don't have the equipment to take
>>advantage of the better 3d mixing. Any thoughts here?
>>Has anyone actually sat down and compared these two APIs and have a
>>better list of pros and cons? More to the point which do you think I
>>should pick? I can basically use either one right now, and I should be
>>able to update the engine in a day or so once I figure out which to
>>use for the project.
>>
>>Thanks.
>>
>>---
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>
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