Re: [Audyssey] DirectSound or XAudio

2010-03-24 Thread shaun everiss
thanks
At 11:08 a.m. 24/03/2010, you wrote:
Hi Shaun,
Go to http://www.blindadrenaline.com and then go to the blind adrenaline
card room. Choose the instructions link, then the download link, and it's on
that page.
HTH!
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, March 23, 2010 5:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] DirectSound or XAudio

can you still get that program?
where can I get that?
I may keep that util round.
At 10:52 a.m. 24/03/2010, you wrote:
Hi Shaun,
In order to do that you'd probably need a utility like Che had made for the
Blind Adrenailne Card Room. I still love it, since it was the key to me
playing Rail Racer and MOTA; I simply could not figure out why I could not
get DirectX to work! Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, March 23, 2010 12:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] DirectSound or XAudio

WELL TOM NOT SURE IF YOU CAN DO THIS, BUT IF YOU COULD HAVE SOMETHING ON
YOUR WEBSITE THAT DETECTED THINGS IE DIRECTX 9 AND THINGS COMPARING IT AND
OTHER THINGS TO THE LATEST VERSIONS.
AND IF THINGS WERE OK YOU GOT SAY THE DOWNLOAD PAGE FOR THE GAMES.
IF NOT YOU WOULD  BE WARNED AND EITHER BARED FROM GOING FURTHER TILL YOU
HAD
THE REQUIREMENTS OR GIVEN  AN OPTION TO CONTINUE.
IN BOTH CASES YOU COULD PUT LINKS TO GET THOSE.
At 01:01 a.m. 24/03/2010, you wrote:
Hi Dark,
Well, thanks to some advice given by Davy Kager I definitely think I'm
going to give XAudio2 a try. He's been doing some experimentation and
development with XAudio2, and from what he said XAudio2 really has
some outstanding features. The one issue that really grabbed my
attention was the way XAudio2 can perform pitch changes verses the way
it is done in DirectSound.
For example, in DirectSound if you try to increase the pitch of a
car's engine sound from an idle up to a very fast speed like a
speeding car, DirectSound will eventually start to distort the sound
of the engine which is not cool. With XAudio2 you can change the pitch
of the engine up 10 octives very rapidly and not get a lick of
distortion. That's pretty impressive, and would resolve an issue I'm
having with Raceway.
Another issue David Greenwood and I were discussing on the developers
list is how 3d audio is rendered on Windows Vista and Windows 7 verses
Windows XP. When you play a game like Shades of Doom on Vista, for
example, instead of a sound coming out of your left ear it gets
positioned at a 45 degree angle off center. This obviously screws up
the audio environment completely, and I think is do to the fact
Windows Vista has a totally different sound mixer than XP, and no
longer renders 3d audio positioning the same way as earlier releases
of Windows at least with DirectSound. Neither of us are sure, but the
solution with this problem may depend on going with XAudio2 instead of
using DirectSound. After all, XAudio2 was specifically designed for
Windows Vista and later in mind, and I'm certain Microsoft would have
noticed this problem and tried to correct it with XAudio2. If so
XAudio2 would be the smart choice since I am running Windows 7 here,
and all of my games that have 3d audio environments using DirectSound
are completely screwed up and aren't rendered properly. Since 3d FPS
games are what Genesis is designed for anything that can correctly
render 3d audio environments on Windows Vista and Windows 7 hands down
is the most sensable choice.
As far as my feelings about installing dependencies goes I agree if a
customer isn't able to install required Windows updates that is tough
luck. However, as the developer of said game it often falls upon me,
through technical support services, to help them perform the updates ,
and I really would prefer not to have to hand hold new computer users
through the installation of DirectX and other Windows components if I
don't have to. Never-the-less as XAudio2 seams to be the better
solution here I consider DirectX updates a necessity to take advantage
of improved audio support. Plus as I've said before for users
switching to Windows 7 XAudio2 could be the difference between a
incorrectly rendered and a correctly rendered 3d audio environment
which makes updating DirectX worth while. So thanks to some technical
discussion on the developers list XAudio2 sounds like a better
solution all around so far.

Cheers!

---
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Re: [Audyssey] DirectSound or XAudio

2010-03-24 Thread shaun everiss
thanks am getting this now.
At 11:08 a.m. 24/03/2010, you wrote:
Hi Shaun,
Go to http://www.blindadrenaline.com and then go to the blind adrenaline
card room. Choose the instructions link, then the download link, and it's on
that page.
HTH!
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, March 23, 2010 5:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] DirectSound or XAudio

can you still get that program?
where can I get that?
I may keep that util round.
At 10:52 a.m. 24/03/2010, you wrote:
Hi Shaun,
In order to do that you'd probably need a utility like Che had made for the
Blind Adrenailne Card Room. I still love it, since it was the key to me
playing Rail Racer and MOTA; I simply could not figure out why I could not
get DirectX to work! Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, March 23, 2010 12:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] DirectSound or XAudio

WELL TOM NOT SURE IF YOU CAN DO THIS, BUT IF YOU COULD HAVE SOMETHING ON
YOUR WEBSITE THAT DETECTED THINGS IE DIRECTX 9 AND THINGS COMPARING IT AND
OTHER THINGS TO THE LATEST VERSIONS.
AND IF THINGS WERE OK YOU GOT SAY THE DOWNLOAD PAGE FOR THE GAMES.
IF NOT YOU WOULD  BE WARNED AND EITHER BARED FROM GOING FURTHER TILL YOU
HAD
THE REQUIREMENTS OR GIVEN  AN OPTION TO CONTINUE.
IN BOTH CASES YOU COULD PUT LINKS TO GET THOSE.
At 01:01 a.m. 24/03/2010, you wrote:
Hi Dark,
Well, thanks to some advice given by Davy Kager I definitely think I'm
going to give XAudio2 a try. He's been doing some experimentation and
development with XAudio2, and from what he said XAudio2 really has
some outstanding features. The one issue that really grabbed my
attention was the way XAudio2 can perform pitch changes verses the way
it is done in DirectSound.
For example, in DirectSound if you try to increase the pitch of a
car's engine sound from an idle up to a very fast speed like a
speeding car, DirectSound will eventually start to distort the sound
of the engine which is not cool. With XAudio2 you can change the pitch
of the engine up 10 octives very rapidly and not get a lick of
distortion. That's pretty impressive, and would resolve an issue I'm
having with Raceway.
Another issue David Greenwood and I were discussing on the developers
list is how 3d audio is rendered on Windows Vista and Windows 7 verses
Windows XP. When you play a game like Shades of Doom on Vista, for
example, instead of a sound coming out of your left ear it gets
positioned at a 45 degree angle off center. This obviously screws up
the audio environment completely, and I think is do to the fact
Windows Vista has a totally different sound mixer than XP, and no
longer renders 3d audio positioning the same way as earlier releases
of Windows at least with DirectSound. Neither of us are sure, but the
solution with this problem may depend on going with XAudio2 instead of
using DirectSound. After all, XAudio2 was specifically designed for
Windows Vista and later in mind, and I'm certain Microsoft would have
noticed this problem and tried to correct it with XAudio2. If so
XAudio2 would be the smart choice since I am running Windows 7 here,
and all of my games that have 3d audio environments using DirectSound
are completely screwed up and aren't rendered properly. Since 3d FPS
games are what Genesis is designed for anything that can correctly
render 3d audio environments on Windows Vista and Windows 7 hands down
is the most sensable choice.
As far as my feelings about installing dependencies goes I agree if a
customer isn't able to install required Windows updates that is tough
luck. However, as the developer of said game it often falls upon me,
through technical support services, to help them perform the updates ,
and I really would prefer not to have to hand hold new computer users
through the installation of DirectX and other Windows components if I
don't have to. Never-the-less as XAudio2 seams to be the better
solution here I consider DirectX updates a necessity to take advantage
of improved audio support. Plus as I've said before for users
switching to Windows 7 XAudio2 could be the difference between a
incorrectly rendered and a correctly rendered 3d audio environment
which makes updating DirectX worth while. So thanks to some technical
discussion on the developers list XAudio2 sounds like a better
solution all around so far.

Cheers!

---
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Re: [Audyssey] DirectSound or XAudio

2010-03-24 Thread Thomas Ward
Hi Muhammed,
That's not really that complicated. What a person would likely do, if
creating a tool like Shaun mentioned, is create a small program that
gets downloaded to your PC much like the way Genuine Advantage gets
downloaded and installed. In other words it would be basically a
browser plugin. that scans your PC, and then sends the information
back to the host web site with all the results. A script on the web
site recieves the results and displays them on the web page. You see
how that works?

On 3/23/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 Shaun, how on earth will that work? I think it needs your Ip address for
 that matter.
 Contact info.
 email:
 muhamme...@googlemail.com
 msn:
 muhammed123...@hotmail.co.uk
 Skype:
 muhammed.deniz
 Klango username.
 muhammed

---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] DirectSound or XAudio

2010-03-24 Thread Muhammed Deniz

Ahh, now get it. Didn't know that.
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 9:30 AM
Subject: Re: [Audyssey] DirectSound or XAudio



Hi Muhammed,
That's not really that complicated. What a person would likely do, if
creating a tool like Shaun mentioned, is create a small program that
gets downloaded to your PC much like the way Genuine Advantage gets
downloaded and installed. In other words it would be basically a
browser plugin. that scans your PC, and then sends the information
back to the host web site with all the results. A script on the web
site recieves the results and displays them on the web page. You see
how that works?

On 3/23/10, Muhammed Deniz muhamme...@googlemail.com wrote:

Shaun, how on earth will that work? I think it needs your Ip address for
that matter.
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed


---
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the 
list,
please send E-mail to gamers-ow...@audyssey.org. 



---
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] DirectSound or XAudio

2010-03-23 Thread Thomas Ward
Hi Dark,
Well, thanks to some advice given by Davy Kager I definitely think I'm
going to give XAudio2 a try. He's been doing some experimentation and
development with XAudio2, and from what he said XAudio2 really has
some outstanding features. The one issue that really grabbed my
attention was the way XAudio2 can perform pitch changes verses the way
it is done in DirectSound.
For example, in DirectSound if you try to increase the pitch of a
car's engine sound from an idle up to a very fast speed like a
speeding car, DirectSound will eventually start to distort the sound
of the engine which is not cool. With XAudio2 you can change the pitch
of the engine up 10 octives very rapidly and not get a lick of
distortion. That's pretty impressive, and would resolve an issue I'm
having with Raceway.
Another issue David Greenwood and I were discussing on the developers
list is how 3d audio is rendered on Windows Vista and Windows 7 verses
Windows XP. When you play a game like Shades of Doom on Vista, for
example, instead of a sound coming out of your left ear it gets
positioned at a 45 degree angle off center. This obviously screws up
the audio environment completely, and I think is do to the fact
Windows Vista has a totally different sound mixer than XP, and no
longer renders 3d audio positioning the same way as earlier releases
of Windows at least with DirectSound. Neither of us are sure, but the
solution with this problem may depend on going with XAudio2 instead of
using DirectSound. After all, XAudio2 was specifically designed for
Windows Vista and later in mind, and I'm certain Microsoft would have
noticed this problem and tried to correct it with XAudio2. If so
XAudio2 would be the smart choice since I am running Windows 7 here,
and all of my games that have 3d audio environments using DirectSound
are completely screwed up and aren't rendered properly. Since 3d FPS
games are what Genesis is designed for anything that can correctly
render 3d audio environments on Windows Vista and Windows 7 hands down
is the most sensable choice.
As far as my feelings about installing dependencies goes I agree if a
customer isn't able to install required Windows updates that is tough
luck. However, as the developer of said game it often falls upon me,
through technical support services, to help them perform the updates ,
and I really would prefer not to have to hand hold new computer users
through the installation of DirectX and other Windows components if I
don't have to. Never-the-less as XAudio2 seams to be the better
solution here I consider DirectX updates a necessity to take advantage
of improved audio support. Plus as I've said before for users
switching to Windows 7 XAudio2 could be the difference between a
incorrectly rendered and a correctly rendered 3d audio environment
which makes updating DirectX worth while. So thanks to some technical
discussion on the developers list XAudio2 sounds like a better
solution all around so far.

Cheers!

---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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Re: [Audyssey] DirectSound or XAudio

2010-03-23 Thread Thomas Ward
Hi Hayden,
No. DirectShow natively supports a number of video and audio file
types including: avi, mp3, mpg, wav, wma, and wmv. However, while it
can support  audio formats like mp3 and wma it is primarily used for
video playback and rendering.  For example, mainstream game developers
might use DirectShow to play a special cutscene before the game action
starts by loading and playing an mpg file containing a movie clip.
On Windows Vista and later Windows operating systems DirectShow has
officially been replaced by the Windows Media Framework, WMF, for
performing audio/video playback.So DirectShow like various other
former DirectX components are pretty much ancient history as far as
Vista and Windows 7 are concerned. DirectShow is still supported via
legacy support, but like a lot of other Windows components is on the
way out, and are being replaced by newer and better components and
technologies.

HTH


On 3/22/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 About compressed file types...I know that Direct Show supports MP3s. Does it
 only support Mpeg Layer 3 compression?
 Best Regards,
 Hayden


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Re: [Audyssey] DirectSound or XAudio

2010-03-23 Thread shaun everiss
WELL TOM NOT SURE IF YOU CAN DO THIS, BUT IF YOU COULD HAVE SOMETHING ON YOUR 
WEBSITE THAT DETECTED THINGS IE DIRECTX 9 AND THINGS COMPARING IT AND OTHER 
THINGS TO THE LATEST VERSIONS.
AND IF THINGS WERE OK YOU GOT SAY THE DOWNLOAD PAGE FOR THE GAMES.
IF NOT YOU WOULD  BE WARNED AND EITHER BARED FROM GOING FURTHER TILL YOU HAD 
THE REQUIREMENTS OR GIVEN  AN OPTION TO CONTINUE.
IN BOTH CASES YOU COULD PUT LINKS TO GET THOSE.
At 01:01 a.m. 24/03/2010, you wrote:
Hi Dark,
Well, thanks to some advice given by Davy Kager I definitely think I'm
going to give XAudio2 a try. He's been doing some experimentation and
development with XAudio2, and from what he said XAudio2 really has
some outstanding features. The one issue that really grabbed my
attention was the way XAudio2 can perform pitch changes verses the way
it is done in DirectSound.
For example, in DirectSound if you try to increase the pitch of a
car's engine sound from an idle up to a very fast speed like a
speeding car, DirectSound will eventually start to distort the sound
of the engine which is not cool. With XAudio2 you can change the pitch
of the engine up 10 octives very rapidly and not get a lick of
distortion. That's pretty impressive, and would resolve an issue I'm
having with Raceway.
Another issue David Greenwood and I were discussing on the developers
list is how 3d audio is rendered on Windows Vista and Windows 7 verses
Windows XP. When you play a game like Shades of Doom on Vista, for
example, instead of a sound coming out of your left ear it gets
positioned at a 45 degree angle off center. This obviously screws up
the audio environment completely, and I think is do to the fact
Windows Vista has a totally different sound mixer than XP, and no
longer renders 3d audio positioning the same way as earlier releases
of Windows at least with DirectSound. Neither of us are sure, but the
solution with this problem may depend on going with XAudio2 instead of
using DirectSound. After all, XAudio2 was specifically designed for
Windows Vista and later in mind, and I'm certain Microsoft would have
noticed this problem and tried to correct it with XAudio2. If so
XAudio2 would be the smart choice since I am running Windows 7 here,
and all of my games that have 3d audio environments using DirectSound
are completely screwed up and aren't rendered properly. Since 3d FPS
games are what Genesis is designed for anything that can correctly
render 3d audio environments on Windows Vista and Windows 7 hands down
is the most sensable choice.
As far as my feelings about installing dependencies goes I agree if a
customer isn't able to install required Windows updates that is tough
luck. However, as the developer of said game it often falls upon me,
through technical support services, to help them perform the updates ,
and I really would prefer not to have to hand hold new computer users
through the installation of DirectX and other Windows components if I
don't have to. Never-the-less as XAudio2 seams to be the better
solution here I consider DirectX updates a necessity to take advantage
of improved audio support. Plus as I've said before for users
switching to Windows 7 XAudio2 could be the difference between a
incorrectly rendered and a correctly rendered 3d audio environment
which makes updating DirectX worth while. So thanks to some technical
discussion on the developers list XAudio2 sounds like a better
solution all around so far.

Cheers!

---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] DirectSound or XAudio

2010-03-23 Thread Thomas Ward
Hi Shaun,
Well, there is no way I know of to do it from the web site, but I know
some setup/installers do allow you to do version matching/comparison.
Microsoft's Advanced Setup Installer allows you to check for things
such as .NET, specific DirectX versions, etc but Advanced Setup
Installer isn't free. It costs a pretty penny to purchase, and needs
to be upgraded from time to time to stay current with version
releases. That's one reason I use free setup tools like Inno Setup
instead.
I think the best low cost alternative here is to install the free
DirectX update wizard with the games. That way if the end user runs it
all they need to do is download and install the components that need
upgraded or installed.  The wizard will figure out what needs to be
done, and they can just sit back and relax while it does its job.This
is a better solution than bundling a 300 MB setup file on the web site
for DirectX.

Cheers!

On 3/23/10, shaun everiss shau...@xtra.co.nz wrote:
 WELL TOM NOT SURE IF YOU CAN DO THIS, BUT IF YOU COULD HAVE SOMETHING ON
 YOUR WEBSITE THAT DETECTED THINGS IE DIRECTX 9 AND THINGS COMPARING IT AND
 OTHER THINGS TO THE LATEST VERSIONS.
 AND IF THINGS WERE OK YOU GOT SAY THE DOWNLOAD PAGE FOR THE GAMES.
 IF NOT YOU WOULD  BE WARNED AND EITHER BARED FROM GOING FURTHER TILL YOU HAD
 THE REQUIREMENTS OR GIVEN  AN OPTION TO CONTINUE.
 IN BOTH CASES YOU COULD PUT LINKS TO GET THOSE.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] DirectSound or XAudio

2010-03-23 Thread Muhammed Deniz
Shaun, how on earth will that work? I think it needs your Ip address for 
that matter.

Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 23, 2010 5:53 PM
Subject: Re: [Audyssey] DirectSound or XAudio


WELL TOM NOT SURE IF YOU CAN DO THIS, BUT IF YOU COULD HAVE SOMETHING ON 
YOUR WEBSITE THAT DETECTED THINGS IE DIRECTX 9 AND THINGS COMPARING IT AND 
OTHER THINGS TO THE LATEST VERSIONS.

AND IF THINGS WERE OK YOU GOT SAY THE DOWNLOAD PAGE FOR THE GAMES.
IF NOT YOU WOULD  BE WARNED AND EITHER BARED FROM GOING FURTHER TILL YOU 
HAD THE REQUIREMENTS OR GIVEN  AN OPTION TO CONTINUE.

IN BOTH CASES YOU COULD PUT LINKS TO GET THOSE.
At 01:01 a.m. 24/03/2010, you wrote:

Hi Dark,
Well, thanks to some advice given by Davy Kager I definitely think I'm
going to give XAudio2 a try. He's been doing some experimentation and
development with XAudio2, and from what he said XAudio2 really has
some outstanding features. The one issue that really grabbed my
attention was the way XAudio2 can perform pitch changes verses the way
it is done in DirectSound.
For example, in DirectSound if you try to increase the pitch of a
car's engine sound from an idle up to a very fast speed like a
speeding car, DirectSound will eventually start to distort the sound
of the engine which is not cool. With XAudio2 you can change the pitch
of the engine up 10 octives very rapidly and not get a lick of
distortion. That's pretty impressive, and would resolve an issue I'm
having with Raceway.
Another issue David Greenwood and I were discussing on the developers
list is how 3d audio is rendered on Windows Vista and Windows 7 verses
Windows XP. When you play a game like Shades of Doom on Vista, for
example, instead of a sound coming out of your left ear it gets
positioned at a 45 degree angle off center. This obviously screws up
the audio environment completely, and I think is do to the fact
Windows Vista has a totally different sound mixer than XP, and no
longer renders 3d audio positioning the same way as earlier releases
of Windows at least with DirectSound. Neither of us are sure, but the
solution with this problem may depend on going with XAudio2 instead of
using DirectSound. After all, XAudio2 was specifically designed for
Windows Vista and later in mind, and I'm certain Microsoft would have
noticed this problem and tried to correct it with XAudio2. If so
XAudio2 would be the smart choice since I am running Windows 7 here,
and all of my games that have 3d audio environments using DirectSound
are completely screwed up and aren't rendered properly. Since 3d FPS
games are what Genesis is designed for anything that can correctly
render 3d audio environments on Windows Vista and Windows 7 hands down
is the most sensable choice.
As far as my feelings about installing dependencies goes I agree if a
customer isn't able to install required Windows updates that is tough
luck. However, as the developer of said game it often falls upon me,
through technical support services, to help them perform the updates ,
and I really would prefer not to have to hand hold new computer users
through the installation of DirectX and other Windows components if I
don't have to. Never-the-less as XAudio2 seams to be the better
solution here I consider DirectX updates a necessity to take advantage
of improved audio support. Plus as I've said before for users
switching to Windows 7 XAudio2 could be the difference between a
incorrectly rendered and a correctly rendered 3d audio environment
which makes updating DirectX worth while. So thanks to some technical
discussion on the developers list XAudio2 sounds like a better
solution all around so far.

Cheers!

---
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Re: [Audyssey] DirectSound or XAudio

2010-03-23 Thread Hayden Presley
Hi Shaun,
In order to do that you'd probably need a utility like Che had made for the
Blind Adrenailne Card Room. I still love it, since it was the key to me
playing Rail Racer and MOTA; I simply could not figure out why I could not
get DirectX to work! Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, March 23, 2010 12:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] DirectSound or XAudio

WELL TOM NOT SURE IF YOU CAN DO THIS, BUT IF YOU COULD HAVE SOMETHING ON
YOUR WEBSITE THAT DETECTED THINGS IE DIRECTX 9 AND THINGS COMPARING IT AND
OTHER THINGS TO THE LATEST VERSIONS.
AND IF THINGS WERE OK YOU GOT SAY THE DOWNLOAD PAGE FOR THE GAMES.
IF NOT YOU WOULD  BE WARNED AND EITHER BARED FROM GOING FURTHER TILL YOU HAD
THE REQUIREMENTS OR GIVEN  AN OPTION TO CONTINUE.
IN BOTH CASES YOU COULD PUT LINKS TO GET THOSE.
At 01:01 a.m. 24/03/2010, you wrote:
Hi Dark,
Well, thanks to some advice given by Davy Kager I definitely think I'm
going to give XAudio2 a try. He's been doing some experimentation and
development with XAudio2, and from what he said XAudio2 really has
some outstanding features. The one issue that really grabbed my
attention was the way XAudio2 can perform pitch changes verses the way
it is done in DirectSound.
For example, in DirectSound if you try to increase the pitch of a
car's engine sound from an idle up to a very fast speed like a
speeding car, DirectSound will eventually start to distort the sound
of the engine which is not cool. With XAudio2 you can change the pitch
of the engine up 10 octives very rapidly and not get a lick of
distortion. That's pretty impressive, and would resolve an issue I'm
having with Raceway.
Another issue David Greenwood and I were discussing on the developers
list is how 3d audio is rendered on Windows Vista and Windows 7 verses
Windows XP. When you play a game like Shades of Doom on Vista, for
example, instead of a sound coming out of your left ear it gets
positioned at a 45 degree angle off center. This obviously screws up
the audio environment completely, and I think is do to the fact
Windows Vista has a totally different sound mixer than XP, and no
longer renders 3d audio positioning the same way as earlier releases
of Windows at least with DirectSound. Neither of us are sure, but the
solution with this problem may depend on going with XAudio2 instead of
using DirectSound. After all, XAudio2 was specifically designed for
Windows Vista and later in mind, and I'm certain Microsoft would have
noticed this problem and tried to correct it with XAudio2. If so
XAudio2 would be the smart choice since I am running Windows 7 here,
and all of my games that have 3d audio environments using DirectSound
are completely screwed up and aren't rendered properly. Since 3d FPS
games are what Genesis is designed for anything that can correctly
render 3d audio environments on Windows Vista and Windows 7 hands down
is the most sensable choice.
As far as my feelings about installing dependencies goes I agree if a
customer isn't able to install required Windows updates that is tough
luck. However, as the developer of said game it often falls upon me,
through technical support services, to help them perform the updates ,
and I really would prefer not to have to hand hold new computer users
through the installation of DirectX and other Windows components if I
don't have to. Never-the-less as XAudio2 seams to be the better
solution here I consider DirectX updates a necessity to take advantage
of improved audio support. Plus as I've said before for users
switching to Windows 7 XAudio2 could be the difference between a
incorrectly rendered and a correctly rendered 3d audio environment
which makes updating DirectX worth while. So thanks to some technical
discussion on the developers list XAudio2 sounds like a better
solution all around so far.

Cheers!

---
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Re: [Audyssey] DirectSound or XAudio

2010-03-23 Thread shaun everiss
well your ip goes out to the net anyway.
unless you mask it.
At 07:48 a.m. 24/03/2010, you wrote:
Shaun, how on earth will that work? I think it needs your Ip address for that 
matter.
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 23, 2010 5:53 PM
Subject: Re: [Audyssey] DirectSound or XAudio


WELL TOM NOT SURE IF YOU CAN DO THIS, BUT IF YOU COULD HAVE SOMETHING ON YOUR 
WEBSITE THAT DETECTED THINGS IE DIRECTX 9 AND THINGS COMPARING IT AND OTHER 
THINGS TO THE LATEST VERSIONS.
AND IF THINGS WERE OK YOU GOT SAY THE DOWNLOAD PAGE FOR THE GAMES.
IF NOT YOU WOULD  BE WARNED AND EITHER BARED FROM GOING FURTHER TILL YOU HAD 
THE REQUIREMENTS OR GIVEN  AN OPTION TO CONTINUE.
IN BOTH CASES YOU COULD PUT LINKS TO GET THOSE.
At 01:01 a.m. 24/03/2010, you wrote:
Hi Dark,
Well, thanks to some advice given by Davy Kager I definitely think I'm
going to give XAudio2 a try. He's been doing some experimentation and
development with XAudio2, and from what he said XAudio2 really has
some outstanding features. The one issue that really grabbed my
attention was the way XAudio2 can perform pitch changes verses the way
it is done in DirectSound.
For example, in DirectSound if you try to increase the pitch of a
car's engine sound from an idle up to a very fast speed like a
speeding car, DirectSound will eventually start to distort the sound
of the engine which is not cool. With XAudio2 you can change the pitch
of the engine up 10 octives very rapidly and not get a lick of
distortion. That's pretty impressive, and would resolve an issue I'm
having with Raceway.
Another issue David Greenwood and I were discussing on the developers
list is how 3d audio is rendered on Windows Vista and Windows 7 verses
Windows XP. When you play a game like Shades of Doom on Vista, for
example, instead of a sound coming out of your left ear it gets
positioned at a 45 degree angle off center. This obviously screws up
the audio environment completely, and I think is do to the fact
Windows Vista has a totally different sound mixer than XP, and no
longer renders 3d audio positioning the same way as earlier releases
of Windows at least with DirectSound. Neither of us are sure, but the
solution with this problem may depend on going with XAudio2 instead of
using DirectSound. After all, XAudio2 was specifically designed for
Windows Vista and later in mind, and I'm certain Microsoft would have
noticed this problem and tried to correct it with XAudio2. If so
XAudio2 would be the smart choice since I am running Windows 7 here,
and all of my games that have 3d audio environments using DirectSound
are completely screwed up and aren't rendered properly. Since 3d FPS
games are what Genesis is designed for anything that can correctly
render 3d audio environments on Windows Vista and Windows 7 hands down
is the most sensable choice.
As far as my feelings about installing dependencies goes I agree if a
customer isn't able to install required Windows updates that is tough
luck. However, as the developer of said game it often falls upon me,
through technical support services, to help them perform the updates ,
and I really would prefer not to have to hand hold new computer users
through the installation of DirectX and other Windows components if I
don't have to. Never-the-less as XAudio2 seams to be the better
solution here I consider DirectX updates a necessity to take advantage
of improved audio support. Plus as I've said before for users
switching to Windows 7 XAudio2 could be the difference between a
incorrectly rendered and a correctly rendered 3d audio environment
which makes updating DirectX worth while. So thanks to some technical
discussion on the developers list XAudio2 sounds like a better
solution all around so far.

Cheers!

---
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Re: [Audyssey] DirectSound or XAudio

2010-03-23 Thread shaun everiss
can you still get that program?
where can I get that?
I may keep that util round.
At 10:52 a.m. 24/03/2010, you wrote:
Hi Shaun,
In order to do that you'd probably need a utility like Che had made for the
Blind Adrenailne Card Room. I still love it, since it was the key to me
playing Rail Racer and MOTA; I simply could not figure out why I could not
get DirectX to work! Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, March 23, 2010 12:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] DirectSound or XAudio

WELL TOM NOT SURE IF YOU CAN DO THIS, BUT IF YOU COULD HAVE SOMETHING ON
YOUR WEBSITE THAT DETECTED THINGS IE DIRECTX 9 AND THINGS COMPARING IT AND
OTHER THINGS TO THE LATEST VERSIONS.
AND IF THINGS WERE OK YOU GOT SAY THE DOWNLOAD PAGE FOR THE GAMES.
IF NOT YOU WOULD  BE WARNED AND EITHER BARED FROM GOING FURTHER TILL YOU HAD
THE REQUIREMENTS OR GIVEN  AN OPTION TO CONTINUE.
IN BOTH CASES YOU COULD PUT LINKS TO GET THOSE.
At 01:01 a.m. 24/03/2010, you wrote:
Hi Dark,
Well, thanks to some advice given by Davy Kager I definitely think I'm
going to give XAudio2 a try. He's been doing some experimentation and
development with XAudio2, and from what he said XAudio2 really has
some outstanding features. The one issue that really grabbed my
attention was the way XAudio2 can perform pitch changes verses the way
it is done in DirectSound.
For example, in DirectSound if you try to increase the pitch of a
car's engine sound from an idle up to a very fast speed like a
speeding car, DirectSound will eventually start to distort the sound
of the engine which is not cool. With XAudio2 you can change the pitch
of the engine up 10 octives very rapidly and not get a lick of
distortion. That's pretty impressive, and would resolve an issue I'm
having with Raceway.
Another issue David Greenwood and I were discussing on the developers
list is how 3d audio is rendered on Windows Vista and Windows 7 verses
Windows XP. When you play a game like Shades of Doom on Vista, for
example, instead of a sound coming out of your left ear it gets
positioned at a 45 degree angle off center. This obviously screws up
the audio environment completely, and I think is do to the fact
Windows Vista has a totally different sound mixer than XP, and no
longer renders 3d audio positioning the same way as earlier releases
of Windows at least with DirectSound. Neither of us are sure, but the
solution with this problem may depend on going with XAudio2 instead of
using DirectSound. After all, XAudio2 was specifically designed for
Windows Vista and later in mind, and I'm certain Microsoft would have
noticed this problem and tried to correct it with XAudio2. If so
XAudio2 would be the smart choice since I am running Windows 7 here,
and all of my games that have 3d audio environments using DirectSound
are completely screwed up and aren't rendered properly. Since 3d FPS
games are what Genesis is designed for anything that can correctly
render 3d audio environments on Windows Vista and Windows 7 hands down
is the most sensable choice.
As far as my feelings about installing dependencies goes I agree if a
customer isn't able to install required Windows updates that is tough
luck. However, as the developer of said game it often falls upon me,
through technical support services, to help them perform the updates ,
and I really would prefer not to have to hand hold new computer users
through the installation of DirectX and other Windows components if I
don't have to. Never-the-less as XAudio2 seams to be the better
solution here I consider DirectX updates a necessity to take advantage
of improved audio support. Plus as I've said before for users
switching to Windows 7 XAudio2 could be the difference between a
incorrectly rendered and a correctly rendered 3d audio environment
which makes updating DirectX worth while. So thanks to some technical
discussion on the developers list XAudio2 sounds like a better
solution all around so far.

Cheers!

---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] DirectSound or XAudio

2010-03-23 Thread Hayden Presley
Hi Shaun,
Go to http://www.blindadrenaline.com and then go to the blind adrenaline
card room. Choose the instructions link, then the download link, and it's on
that page.
HTH!
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, March 23, 2010 5:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] DirectSound or XAudio

can you still get that program?
where can I get that?
I may keep that util round.
At 10:52 a.m. 24/03/2010, you wrote:
Hi Shaun,
In order to do that you'd probably need a utility like Che had made for the
Blind Adrenailne Card Room. I still love it, since it was the key to me
playing Rail Racer and MOTA; I simply could not figure out why I could not
get DirectX to work! Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, March 23, 2010 12:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] DirectSound or XAudio

WELL TOM NOT SURE IF YOU CAN DO THIS, BUT IF YOU COULD HAVE SOMETHING ON
YOUR WEBSITE THAT DETECTED THINGS IE DIRECTX 9 AND THINGS COMPARING IT AND
OTHER THINGS TO THE LATEST VERSIONS.
AND IF THINGS WERE OK YOU GOT SAY THE DOWNLOAD PAGE FOR THE GAMES.
IF NOT YOU WOULD  BE WARNED AND EITHER BARED FROM GOING FURTHER TILL YOU
HAD
THE REQUIREMENTS OR GIVEN  AN OPTION TO CONTINUE.
IN BOTH CASES YOU COULD PUT LINKS TO GET THOSE.
At 01:01 a.m. 24/03/2010, you wrote:
Hi Dark,
Well, thanks to some advice given by Davy Kager I definitely think I'm
going to give XAudio2 a try. He's been doing some experimentation and
development with XAudio2, and from what he said XAudio2 really has
some outstanding features. The one issue that really grabbed my
attention was the way XAudio2 can perform pitch changes verses the way
it is done in DirectSound.
For example, in DirectSound if you try to increase the pitch of a
car's engine sound from an idle up to a very fast speed like a
speeding car, DirectSound will eventually start to distort the sound
of the engine which is not cool. With XAudio2 you can change the pitch
of the engine up 10 octives very rapidly and not get a lick of
distortion. That's pretty impressive, and would resolve an issue I'm
having with Raceway.
Another issue David Greenwood and I were discussing on the developers
list is how 3d audio is rendered on Windows Vista and Windows 7 verses
Windows XP. When you play a game like Shades of Doom on Vista, for
example, instead of a sound coming out of your left ear it gets
positioned at a 45 degree angle off center. This obviously screws up
the audio environment completely, and I think is do to the fact
Windows Vista has a totally different sound mixer than XP, and no
longer renders 3d audio positioning the same way as earlier releases
of Windows at least with DirectSound. Neither of us are sure, but the
solution with this problem may depend on going with XAudio2 instead of
using DirectSound. After all, XAudio2 was specifically designed for
Windows Vista and later in mind, and I'm certain Microsoft would have
noticed this problem and tried to correct it with XAudio2. If so
XAudio2 would be the smart choice since I am running Windows 7 here,
and all of my games that have 3d audio environments using DirectSound
are completely screwed up and aren't rendered properly. Since 3d FPS
games are what Genesis is designed for anything that can correctly
render 3d audio environments on Windows Vista and Windows 7 hands down
is the most sensable choice.
As far as my feelings about installing dependencies goes I agree if a
customer isn't able to install required Windows updates that is tough
luck. However, as the developer of said game it often falls upon me,
through technical support services, to help them perform the updates ,
and I really would prefer not to have to hand hold new computer users
through the installation of DirectX and other Windows components if I
don't have to. Never-the-less as XAudio2 seams to be the better
solution here I consider DirectX updates a necessity to take advantage
of improved audio support. Plus as I've said before for users
switching to Windows 7 XAudio2 could be the difference between a
incorrectly rendered and a correctly rendered 3d audio environment
which makes updating DirectX worth while. So thanks to some technical
discussion on the developers list XAudio2 sounds like a better
solution all around so far.

Cheers!

---
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[Audyssey] DirectSound or XAudio

2010-03-22 Thread Thomas Ward
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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please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread Philip Bennefall

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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Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread shaun everiss
hmmm well we already need dotnet for most things and directx is not to bad I 
upgrade every so often anyway.
xna can be put into the installers its small as.
I already run entombed.
Ok so the down side?
dotnet stuff in general and xna stuff takes some time to load although you have 
the advantage of incription on sounds entombed for example has their music in 
wma and their sounds in xsb and xnb sound banks which I can't open.
on the other hand most don't have the hardware and so direct sound8 is ok 
though most will need dx9c anyway for games in general.
I don't care any way.
Even though I don't have it I'd prefur that you had the support in case I 
upgrade my hardware or just for room.
I hate games where they will only run on sertain systems.
Right now for example one friend has a load of old games that don't support hd 
video.
they work but things stutter and systems reset and things go bonkas and so 
every few days a reformat is needed, because some games don't run with the 
hardware well.
Even if you had a detection for that support in there maybe even an option to 
select the sound support.
I have good headsets I wander   if I could run full 3d like they do in shades 
of doom.
in fact I may switch to that effect just to see.
unfortunately my hd card realtech does not have the full mutherload of memmory 
the standard one has so i can't take advantage of its effects but I feel like a 
bit of dooming now you mention it.
At 07:01 p.m. 22/03/2010, you wrote:
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.

---
Gamers 

Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread shaun everiss
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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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you want

Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread dark

Hi Tom.

I'm not really up on too many of the technical differences, but reading your 
message sseveral thoughts did occur to me.


First, why worry about people having to upgrade direct X?  myself I'm 
quite willing to install several versions of net framework and direct X 
upgrades for games, and really they don't cause problems, and if someone is 
too lazy to download another file,  well more fool them, and it isn't as 
if your asking them to install an entire environment such as python or java.


Second, pre-xp windows really won't even support modern net brousing. My dad 
currently is using my old windows 98 laptop (which has a dead battery 
system, a not very functional fan, but may be used on mains power for short 
periods), and keeps phoning me to ask how to view standard web pages sinse a 
lot of display features just aren't supported in windows 98.


I really therefore wouldn't be concerned about compatibility that! far 
backwards. While I myself will continue to use xp for now,  when it gets 
to the stage that I can't brouse the internet with it, I'll upgrade.


Third, If I understood you correctly on the 3D sound aspects, Dsaudio will 
support cards with 5.1 and 7.1 surround sound, where as direct sound won't, 
but both would sound the same on a bog standard sterrio sound card.


Given that some people will! have such systems, or might considder upgrading 
to such systems in the future, I really don't see why they shouldn't get the 
bennifit of better equipment if they have it. If it was a question of 
supporting one or the other,  well obviously you go with what most 
people are likely to have, however if it's a question of supporting both, or 
only supporting sterrio, I don't really see the issue in supporting both.


ffourth, preempting tinkering with upgrading your games in future is 
good,  look at the vista debate which has already happened. Obviously if 
your games will run on windows 8 as well, in five years or so when people 
are switching to that, it will save hastle.


fifth, from what you say dsaudio sounds like a technically better 
system, --- -i certainly see the value of using compressed formats such as 
wma rather than having everything in wav. I'd hate to see a situation where 
you considdered limiting sounds in a game because of size of download, so, 
why not go for compression.


I hope  this random rambling is useful. As I said, this is just my thoughts 
based on your message, --- and I can't claime any tecnical expertees in the 
area of sound programming, but there were features you mentioned which 
seemed to make a difference to the user,  hence my comments.


Beware the grue!

Dark.


---
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Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread Jacob Kruger
I don't know the newer one at all, but have been playing around with 
DirectSound myself a little bit FWIW, and it seems to thin it does have 
support for 3.1 and 5.1, 7.1 and surround speakers AFAIK, but not really 
relevant.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 8:01 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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Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread shaun everiss
well not to mention that dotnet is part of the critical and optional windows 
updates so unless you don't update don't use autoupdate and don't visit the 
site often like I do, or just don't go online or something you prity much need 
to upgrade.
No excuse not to.
you will need directx which can be a pain to get unless you use sites like 
softwarepatch.com or google search it whenever I don't always get the latest 
but I do every few months.

So yeah go for the later xna thingy.
win xp has about I think either 3-4 years life left, for support and while you 
can buy it still prices are in favor of win7 xp actually costs loads more than 
win7 for those that must have old software but they really want you to get the 
newer stuff.
I may even get that myself at some point once I manage to get the cash to 
upgrade my readers which I will.
I may concider that.
At 07:59 p.m. 22/03/2010, you wrote:
Hi Tom.

I'm not really up on too many of the technical differences, but reading your 
message sseveral thoughts did occur to me.

First, why worry about people having to upgrade direct X?  myself I'm 
quite willing to install several versions of net framework and direct X 
upgrades for games, and really they don't cause problems, and if someone is 
too lazy to download another file,  well more fool them, and it isn't as 
if your asking them to install an entire environment such as python or java.

Second, pre-xp windows really won't even support modern net brousing. My dad 
currently is using my old windows 98 laptop (which has a dead battery system, 
a not very functional fan, but may be used on mains power for short periods), 
and keeps phoning me to ask how to view standard web pages sinse a lot of 
display features just aren't supported in windows 98.

I really therefore wouldn't be concerned about compatibility that! far 
backwards. While I myself will continue to use xp for now,  when it gets 
to the stage that I can't brouse the internet with it, I'll upgrade.

Third, If I understood you correctly on the 3D sound aspects, Dsaudio will 
support cards with 5.1 and 7.1 surround sound, where as direct sound won't, 
but both would sound the same on a bog standard sterrio sound card.

Given that some people will! have such systems, or might considder upgrading 
to such systems in the future, I really don't see why they shouldn't get the 
bennifit of better equipment if they have it. If it was a question of 
supporting one or the other,  well obviously you go with what most people 
are likely to have, however if it's a question of supporting both, or only 
supporting sterrio, I don't really see the issue in supporting both.

ffourth, preempting tinkering with upgrading your games in future is good, 
 look at the vista debate which has already happened. Obviously if your 
games will run on windows 8 as well, in five years or so when people are 
switching to that, it will save hastle.

fifth, from what you say dsaudio sounds like a technically better system, --- 
-i certainly see the value of using compressed formats such as wma rather than 
having everything in wav. I'd hate to see a situation where you considdered 
limiting sounds in a game because of size of download, so, why not go for 
compression.

I hope  this random rambling is useful. As I said, this is just my thoughts 
based on your message, --- and I can't claime any tecnical expertees in the 
area of sound programming, but there were features you mentioned which seemed 
to make a difference to the user,  hence my comments.

Beware the grue!

Dark.


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Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread Phil Vlasak

Hi Thomas,
Here is the advantages of XAudio2 from an article:
An Introduction and Overview of XAudio2
by Brian Schmidt

Gamasutra
January 29, 2008

XAudio2 Features and Architecture
XAudio2 provides many features necessary for the creation of modern game 
sound design:


Cross platform between Xbox 360 and Windows-based platforms, including 
Microsoft Windows XP and Windows Vista

Arbitrary levels of submixing
A simple streaming model
A software-based, dynamic DSP effects model, both local and global
Simple C language code for arbitrary DSP processing using xAPOs (audio 
processing objects)
Native compressed data support: XMA and xWMA on Xbox 360, ADPCM and xWMA on 
Windows

A complement of DSP audio effects
Fully transparent surround sound/3D audio processing
Clean separation of voices from data
Non-blocking processing suitable for multi-core, multi-threaded systems
Efficient and optimized for Windows and Xbox 360
Optimized in-line filter on each voice



There are three main components in XAudio: source voices, submix voices, and 
a mastering voice.


A source voice is most analogous to a DirectSound buffer. You create a 
source voice when you want to play a sound. You can set parameters on a 
voice, such as pitch and volume, and specify the volume levels for each 
speaker for surround effects. You can also dynamically place arbitrary 
software-based DSP effects on a source voice.


Once you create a source voice, you point it to a piece of sound data in 
memory and play it. (This data can be in a variety of formats: PCM, XMA, or 
xWMA for Xbox; PCM, ADPCM, or xWMA for Windows.). A source voice can also 
point to no source data, if it contains software for direct generation of 
audio data. By default, the output is sent to the speakers via the mastering 
voice, but a source voice can also send its output to one or more submix 
voices as well.


A submix voice is much like a source voice, with two differences. First, the 
sound data for a submix voice is not a piece of sound data in memory, but 
rather the output of another source (or submix) voice. Secondly, a submix 
voice can have multiple inputs-each of the inputs will be mixed by the 
submix voice before processing.


As with source voices, you can insert arbitrary software DSP effects into a 
submix voice-in this case, the DSP will process the aggregate mix of all the 
inputs. Submix voices also have built-in filters, and can be panned to the 
speakers just like a source voice can. Submix voices are very useful for 
creating complex sound effects from multiple wave files. They can also be 
used to create audio submixes-for example a sound effects mix, a dialog mix, 
a music mix, and so on-in the way that professional mixing consoles have 
buses. Submix buses are also used for global effects, such as a global 
reverb.


The final component is the mastering voice. There is only one mastering 
voice, and its job is to create the final N-channel (stereo, 5.1, 7.1) 
output to present to the speakers. The mastering voice takes input from all 
the source voices and submix voices, combines them and prepares them for 
output. As with source voices and submix voices, software DSP effects can be 
placed on the mastering voice. Most typically a 5.1 mastering limiter or 
global EQ is inserted into the mastering voice for that final, polished 
sound.


The following figure shows a simple XAudio2 graph playing two sounds with an 
environmental reverb. The top two source voices are playing sound data to 
create a single composite sound that is routed to the submix voice.


From the submix voice, a 5.1 send goes to the mastering voice and a mono 
send goes to another submix voice that hosts a global reverb effect. 3D 
panning for the composite sound is performed on the first submix voice. The 
bottom source voice is used to play a single sound. Its 5.1 output goes to 
the mastering voice and also has a mono send to the global reverb. Of 
course, many more options are possible, but this shows a common case.




DSP Effects and xAPOs
DSP effects in XAudio2 are performed using software audio processing objects 
(xAPOs). An xAPO is a lightweight wrapper for audio signal processing 
combined with a standard method for getting and setting appropriate DSP 
effects parameters.


Since xAPOs are cross-platform, it is easy to write software-based audio DSP 
effects that can be run on both Windows and Xbox 360. Typical software 
effects might include reverb, filtering, echo or other effects, but can also 
include physical modeling synthesis, granular synthesis, or any kind of 
wacky audio DSP you might come up with! You can write processor-specific 
optimizations for Xbox and Windows, but that's not required.





3D and Surround Sound
3D and surround sound in XAudio2 is perhaps the biggest departure from 

Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread Thomas Ward
Hi Shaun,
I believed I asked for an educated opinion about DirectSound verses
XAudio2, and your message is anything but educated on the subject.
First, of all I wasn't talking about the XNA Framework which is a .NET
based wrapper for the newer DirectX libraries such as XInput, XAudio,
and so on. Second, there is a difference between XAudio and XAudio2
that you probably aren't aware of. XAudio is an older library which
uses a tool called XAct to compile wav and wma files into special
soundbanks, with some default presets,   and isn't remotely
accessible. XAudio2 on the other hand is more like DirectSound where
you can load wav and wma files into sound buffers directly and allows
a developer to apply real time DSP effects and position sounds in 3d
via standard C++ code instead of requiring the use of XAct to setup
the audio environment and set default presets. Please, if you are
going to comment on a technical discussion at least research the topic
somewhat before diving in head first and talking out your backside all
the time.

Cheers!


On 3/22/10, shaun everiss shau...@xtra.co.nz wrote:
 hmmm well we already need dotnet for most things and directx is not to bad I
 upgrade every so often anyway.
 xna can be put into the installers its small as.
 I already run entombed.
 Ok so the down side?
 dotnet stuff in general and xna stuff takes some time to load although you
 have the advantage of incription on sounds entombed for example has their
 music in wma and their sounds in xsb and xnb sound banks which I can't open.
 on the other hand most don't have the hardware and so direct sound8 is ok
 though most will need dx9c anyway for games in general.
 I don't care any way.
 Even though I don't have it I'd prefur that you had the support in case I
 upgrade my hardware or just for room.
 I hate games where they will only run on sertain systems.
 Right now for example one friend has a load of old games that don't support
 hd video.
 they work but things stutter and systems reset and things go bonkas and so
 every few days a reformat is needed, because some games don't run with the
 hardware well.
 Even if you had a detection for that support in there maybe even an option
 to select the sound support.
 I have good headsets I wander   if I could run full 3d like they do in
 shades of doom.
 in fact I may switch to that effect just to see.
 unfortunately my hd card realtech does not have the full mutherload of
 memmory the standard one has so i can't take advantage of its effects but I
 feel like a bit of dooming now you mention it.

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Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread Thomas Ward
Hi Phil,
Thanks for the article. I definitely found it informative and
educational. I'm not sure if it helps me decide between DirectSound or
XAudio2, but it gives me an in depth technical blow by blow comparison
which comes in handy to know. It does sound like XAudio2 is definitely
the way of the future, and has lots of technical improvements over
DirectSound by a long shot. However, as usual it sounds like it has a
bit of a learning curve since it has a lot of new concepts and ways of
doing things.

Cheers!

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Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread Thomas Ward
Hi Shaun,
Why exactly do you think getting DirectX updates is a  pain? Why not
simply go to the official DirectX web page
http://www.microsoft.com/directx
and download them. It is easy to find and download, and that is where
I always get my DirectX updates from. In fact, in the future I'm
probably going to just include a link to the DirectX main page instead
of downloading and putting the files on my own web server.

Cheers!

On 3/22/10, shaun everiss shau...@xtra.co.nz wrote:
 well not to mention that dotnet is part of the critical and optional windows
 updates so unless you don't update don't use autoupdate and don't visit the
 site often like I do, or just don't go online or something you prity much
 need to upgrade.
 No excuse not to.
 you will need directx which can be a pain to get unless you use sites like
 softwarepatch.com or google search it whenever I don't always get the latest
 but I do every few months.

 So yeah go for the later xna thingy.
 win xp has about I think either 3-4 years life left, for support and while
 you can buy it still prices are in favor of win7 xp actually costs loads
 more than win7 for those that must have old software but they really want
 you to get the newer stuff.
 I may even get that myself at some point once I manage to get the cash to
 upgrade my readers which I will.
 I may concider that.
 At 07:59 p.m. 22/03/2010, you wrote:
Hi Tom.

I'm not really up on too many of the technical differences, but reading
 your message sseveral thoughts did occur to me.

First, why worry about people having to upgrade direct X?  myself I'm
 quite willing to install several versions of net framework and direct X
 upgrades for games, and really they don't cause problems, and if someone
 is too lazy to download another file,  well more fool them, and it
 isn't as if your asking them to install an entire environment such as
 python or java.

Second, pre-xp windows really won't even support modern net brousing. My
 dad currently is using my old windows 98 laptop (which has a dead battery
 system, a not very functional fan, but may be used on mains power for
 short periods), and keeps phoning me to ask how to view standard web pages
 sinse a lot of display features just aren't supported in windows 98.

I really therefore wouldn't be concerned about compatibility that! far
 backwards. While I myself will continue to use xp for now,  when it
 gets to the stage that I can't brouse the internet with it, I'll upgrade.

Third, If I understood you correctly on the 3D sound aspects, Dsaudio will
 support cards with 5.1 and 7.1 surround sound, where as direct sound
 won't, but both would sound the same on a bog standard sterrio sound card.

Given that some people will! have such systems, or might considder
 upgrading to such systems in the future, I really don't see why they
 shouldn't get the bennifit of better equipment if they have it. If it was
 a question of supporting one or the other,  well obviously you go with
 what most people are likely to have, however if it's a question of
 supporting both, or only supporting sterrio, I don't really see the issue
 in supporting both.

ffourth, preempting tinkering with upgrading your games in future is good,
  look at the vista debate which has already happened. Obviously if
 your games will run on windows 8 as well, in five years or so when people
 are switching to that, it will save hastle.

fifth, from what you say dsaudio sounds like a technically better system,
 --- -i certainly see the value of using compressed formats such as wma
 rather than having everything in wav. I'd hate to see a situation where
 you considdered limiting sounds in a game because of size of download, so,
 why not go for compression.

I hope  this random rambling is useful. As I said, this is just my thoughts
 based on your message, --- and I can't claime any tecnical expertees in
 the area of sound programming, but there were features you mentioned which
 seemed to make a difference to the user,  hence my comments.

Beware the grue!

Dark.


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Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread Thomas Ward
Hi Jacob,
Considering DirectSound's age that's not surprising. It really doesn't
have top of the line 5.1 or 7.1 support, because it was initially
created in 95/96 for a totally different era of sound cards and audio
technology. Although, DirectSound has been updated as much as possible
it hasn't really been able to keep up with newer sound cards, make
efficient use of newer processors, and employ more advanced audio
techniques. XAudio2 on the other hand looks like it was written to
resolve these inherent problems with DirectSound, and to provide a
developer with a much more advanced audio API that can take full
advantage of the higher end sound cards like the Audigy 4 Pro or the
X-Fi. Unfortunately, I am pretty certain that most of the end users of
my games will have the lower end sound cards such as a Soundmax or
Real Tech that get put in just about every store brand computer out
there so won't necessarily take full advantage of the improved audio
environments i could provide.



On 3/22/10, Jacob Kruger jac...@mailzone.co.za wrote:
 I don't know the newer one at all, but have been playing around with
 DirectSound myself a little bit FWIW, and it seems to thin it does have
 support for 3.1 and 5.1, 7.1 and surround speakers AFAIK, but not really
 relevant.

 Stay well

 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 '...fate had broken his body, but not his spirit...'

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Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread Willem
My only problem with direct x updates is the file size, though they are 
needed for almost all the new audio games, so gamers would have to 
download them anyway.

On 3/22/2010 11:30 PM, Thomas Ward wrote:

Hi Shaun,
Why exactly do you think getting DirectX updates is a  pain? Why not
simply go to the official DirectX web page
http://www.microsoft.com/directx
and download them. It is easy to find and download, and that is where
I always get my DirectX updates from. In fact, in the future I'm
probably going to just include a link to the DirectX main page instead
of downloading and putting the files on my own web server.

Cheers!

On 3/22/10, shaun everissshau...@xtra.co.nz  wrote:
   

well not to mention that dotnet is part of the critical and optional windows
updates so unless you don't update don't use autoupdate and don't visit the
site often like I do, or just don't go online or something you prity much
need to upgrade.
No excuse not to.
you will need directx which can be a pain to get unless you use sites like
softwarepatch.com or google search it whenever I don't always get the latest
but I do every few months.

So yeah go for the later xna thingy.
win xp has about I think either 3-4 years life left, for support and while
you can buy it still prices are in favor of win7 xp actually costs loads
more than win7 for those that must have old software but they really want
you to get the newer stuff.
I may even get that myself at some point once I manage to get the cash to
upgrade my readers which I will.
I may concider that.
At 07:59 p.m. 22/03/2010, you wrote:
 

Hi Tom.

I'm not really up on too many of the technical differences, but reading
your message sseveral thoughts did occur to me.

First, why worry about people having to upgrade direct X?  myself I'm
quite willing to install several versions of net framework and direct X
upgrades for games, and really they don't cause problems, and if someone
is too lazy to download another file,  well more fool them, and it
isn't as if your asking them to install an entire environment such as
python or java.

Second, pre-xp windows really won't even support modern net brousing. My
dad currently is using my old windows 98 laptop (which has a dead battery
system, a not very functional fan, but may be used on mains power for
short periods), and keeps phoning me to ask how to view standard web pages
sinse a lot of display features just aren't supported in windows 98.

I really therefore wouldn't be concerned about compatibility that! far
backwards. While I myself will continue to use xp for now,  when it
gets to the stage that I can't brouse the internet with it, I'll upgrade.

Third, If I understood you correctly on the 3D sound aspects, Dsaudio will
support cards with 5.1 and 7.1 surround sound, where as direct sound
won't, but both would sound the same on a bog standard sterrio sound card.

Given that some people will! have such systems, or might considder
upgrading to such systems in the future, I really don't see why they
shouldn't get the bennifit of better equipment if they have it. If it was
a question of supporting one or the other,  well obviously you go with
what most people are likely to have, however if it's a question of
supporting both, or only supporting sterrio, I don't really see the issue
in supporting both.

ffourth, preempting tinkering with upgrading your games in future is good,
 look at the vista debate which has already happened. Obviously if
your games will run on windows 8 as well, in five years or so when people
are switching to that, it will save hastle.

fifth, from what you say dsaudio sounds like a technically better system,
--- -i certainly see the value of using compressed formats such as wma
rather than having everything in wav. I'd hate to see a situation where
you considdered limiting sounds in a game because of size of download, so,
why not go for compression.

I hope  this random rambling is useful. As I said, this is just my thoughts
based on your message, --- and I can't claime any tecnical expertees in
the area of sound programming, but there were features you mentioned which
seemed to make a difference to the user,  hence my comments.

Beware the grue!

Dark.


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All 

Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread Jacob Kruger
Suppose, honestly, you do need to rather consider realistic target market as 
such anyway, but I don't know enough about it as such.


FWIW, this machine which is my play around machine also has a realtek sound 
card built into it since it's an Acer laptop, and my way more 
modern/upmarket dell work machine has the intel sound built into it since 
it's also a laptop, but anyway...


Stay well

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 11:48 PM
Subject: Re: [Audyssey] DirectSound or XAudio



Hi Jacob,
Considering DirectSound's age that's not surprising. It really doesn't
have top of the line 5.1 or 7.1 support, because it was initially
created in 95/96 for a totally different era of sound cards and audio
technology. Although, DirectSound has been updated as much as possible
it hasn't really been able to keep up with newer sound cards, make
efficient use of newer processors, and employ more advanced audio
techniques. XAudio2 on the other hand looks like it was written to
resolve these inherent problems with DirectSound, and to provide a
developer with a much more advanced audio API that can take full
advantage of the higher end sound cards like the Audigy 4 Pro or the
X-Fi. Unfortunately, I am pretty certain that most of the end users of
my games will have the lower end sound cards such as a Soundmax or
Real Tech that get put in just about every store brand computer out
there so won't necessarily take full advantage of the improved audio
environments i could provide.



On 3/22/10, Jacob Kruger jac...@mailzone.co.za wrote:

I don't know the newer one at all, but have been playing around with
DirectSound myself a little bit FWIW, and it seems to thin it does have
support for 3.1 and 5.1, 7.1 and surround speakers AFAIK, but not really
relevant.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


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Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread Thomas Ward
Hi Dark,
It is not so much I'm particularly worried about people upgrading
their version of DirectX as much as convenience for the end user here.
During my previous game releases of Final Conflict, Montezuma's
Revenge, and Mysteries of the Ancients the number one technical
support issue and complaint was that the game installs were too
complicated and confusing. Often they made mistakes like installing a
DirectX upgrade before installing .NET which resulted in some missing
libraries and broken compatibility issues. Another common complaint
was the size of the files they needed to download to get my games to
run. They had to download a huge .NET Framework upgrade, a huge
DirectX upgrade,install them, and then download/install my games. A
lot of people wanted me to just make it so they could download and
install it without the hastle of downloading and installing this or
that extra upgrade too. So one of the primary purposes of switching to
C++ was to not only simplify the install, but to take all the guess
work and confusion out of the install by using common Windows
components that should be already present on the end user's machine.
Now obviously if I go with XAudio2 Windows 7 already has this library
installed, and upgrading is more or less optional if you want updates
and bug fixes. On Windows XP you'll likely have to run a DirectX
update to get XAudio2 as it isn't a core part of the Windows XP
operating system by default. Though running the DirectX update tool
can fix that easy enough.So like i said part of my concern here is
simple convenience as well as technical concerns.
DirectSound 8 comes with XP, Vista, and Windows 7 so installing extra
components or upgrades are not necessary. With XAudio2 you may very
well have to run a DirectX upgrade if your directX isn't very
current.Plus XAudio2 is under active development so a version released
a year ago isn't necessarily going to be as stable or bug free as the
current release. So it is probably a good idea that the customer
installs the latest DirectX upgrades anyway to make sure any patches
or bug fixes are applied. I was sort of hoping to save some end users
that extra step.
Although, convenience aside XAudio2 does look like a superior audio
API. As has already been mentioned on list numerous times it is fairly
new, but has a lot going for it. It was designed for a modern PC and
Windows operating system and can take advantage of the higher end
sound cards, processors, and has a much more advanced software mixer
that allows a developer to do things not possible with DirectSound.
Here is a case in point.
As i understand it with XAudio2 you are able to mix sounds, sound
sources, in such a way that you can create truly unique and incredably
realistic sound effects on the fly. Let's take a game like Final
Conflict as our example here. When you destroy a starship with
DirectSound you can either play a single static explosion effect,
randomly select from a list of explosion sounds, or load multiple
sounds into sound buffers and play them together. With XAudio2, as i
understand it, you can remix those sounds in a way to dinamically
create your own unique explosion from multiple sound sources. You can
randomize it so no two explosions sound exactly the same.  Plus you
can apply custom DSP effects further adding a bit of realism or unique
flavor to the audio output.
I'm not too clear on all the specifics on how this is done, but it
does certainly seam like a superior audio API for sure. XAudio2 is to
us what Direct 3D graphics is to the mainstream video game market.
However, given the fact it is a very new and practically an untested
API from my end I'd like to have some end user experiences with it
before proceeding with supporting something I know little to nothing
about personally.

Cheers!

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Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread Thomas Ward
Hi Philip,
That has been my thought as well. While a part of me would like
nothing more than to get started using XAudio2, as it seams like it
has some rather nice features, stability is foremost on my mind.
DirectSound was started around 1996 and was actively maintained and
updated until 2006 giving it a long development and test cycle which
means it is now very stable and rock solid. Perhaps it can't compare
with XAudio2 in the special features department, but is certainly more
stable over all.
With XAudio2 it has only been on the scene since 2008, and for a while
the DirectX documentation mentioned various bug fixes and updates to
XAudio2. It is very much a new technology, and I haven't given it a
test drive in any commercial product. So I have no clear idea how it
performs compared to DirectSound in the real world.I'm reluctant to
adopt a virtually unknown technology this close to a game release
without some expert and educated opinions about which API is better
for the job currently.


Cheers!

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Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread dark
Well Tom, I'm a litle surprised people can't follow a basic set of clear 
instructions, especially when it just comes down to running install wizards, 
and even more especially when it comes down to things which are needed for 
several games not just yours.


I remember when I first started playing audio games and the user accounts 
issue was preventing me from installing net. There were several games i 
COULDN'T PLAY, INCLUDINg treasurehunt and the version of final conflict you 
had at that stage, pluss some other game related applications which wouldn't 
work,  thus when the net issue was fixed, it freed me to do a number of 
things, not just play one persons' games,  ditto with direct X and 
probably even more so sinse it's a basic windows component required by other 
programs (I'm looking at upgrading my rather old version of power dvd at the 
moment so that I can use full dolby 3D sound,  and that will certainly 
take a direct X upgrade).


Thus, my reply to people not willing to install extra components, especially 
very standard ones like direct X would be hard cheese!  though of 
course sinse your also looking at selling games that requires taking into 
account public feeling, even when that feeling isn't particularly logical.


Then again though, the case you just described of creating unique sounds at 
random on the fly just reinforces my opinion (uninformed by technical 
knolidge as it may be), that dsaudio2 sounds like a good idea. The amount of 
times I've wanted different audio tocans to distinguish the same event and 
add variety to the sound scape of a game have been many, and the idea of 
having final conflict with a range of different explosion sounds which could 
be created without having to have a hole bunch more recorded sound files 
(which, as has often been said aren't easy to come by), strikes me as in 
fact a really fantastic thought, and well worth the inconvenience of 
downloading an extra upgrade which probably will be needed for a number of 
other things anyway.


This is of course though, very much my opinion, and it's not particularly 
supported by either extensive technical knowhow, or indeed too much concern 
for public opinion,  which are obviously things that must also be 
considdered.


Beware the grue!

Dark. 



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Re: [Audyssey] DirectSound or XAudio

2010-03-22 Thread Hayden Presley
Hi Thomas,
About compressed file types...I know that Direct Show supports MP3s. Does it
only support Mpeg Layer 3 compression?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, March 22, 2010 1:02 AM
To: Gamers Discussion list
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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