At 8:23 AM -0300 1/10/03, you wrote:
Buzz Kettles escribi�:
2) And is latency still an issue on PCs?
The latency issue was largely resolved by two things:
1. MACR's creation of the directSound Xtra (included with the Windows product).
2. MS now includes directSound as standard within their contemporary operating systems.
Hi! For a recent game, had to choose between directSound and QT and I picked the last one. I tracked down some clipping/distort when playing some short sounds (even in authoring) and it was due to directSound.

I still have to check all the sound�s properties since this never happened me before but at this moment it was solved using the devices in this order of priority: 1) qt3; 2) directSound; 3) Macromix (last �cos his horrible latency).

Now the question: besides the needing of QT and the qt3asset, which is the downside of picking this option?
I remember noticing that the QT3Mixer has a subtle treble loss.
& the dependency on QT is a significant factor on Windows (it's not as ubiquitous as it could be).

I didn�t noticed any latency at all (hhmm...Intel P4 1.6, 384mb, SB Live!, Win XP).
XP has directSound inherently & Director picks this soundDevice for you.

Does anyone know why the annoying clipping of some sounds?
I can venture a guess if we're talking about Shockwave.

If there is subtle distortion within those sound members (short sounds often have distortion, and it goes unnoticed due to the shortness, or the type of sound - clicks, snaps, pops, etc.), then when you create a DCR, they get compressed (mp3-style)) and this accentuates the subtle distortion, making it more obvious.

again, if this was the case, the QT3Mixer's treble roll-off can cover some of that up.

Also directSound can clip within itself
& some sound cards clip within themselves.

When I hear clipping, I always go back to the sound members & it's almost always present there.

hth
-Buzz



Thanks!
--
Agust�n Mar�a Rodr�guez | [EMAIL PROTECTED] | www.OnWine.com.ar


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