Directsound status

New releases and general discussions.

Post » Thu Sep 25, 2008 12:40 pm

Yes, XAudio2 works on WinXP. Ironically, I think the XP implementation relies on DirectSound!
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Post » Thu Sep 25, 2008 2:02 pm

Is this going to make it in the next build or is it a few builds off?

I'm asking because I see some stuff appearing on the CVS.
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Post » Thu Sep 25, 2008 5:40 pm

Not the next minor build, but the next major build. I have started it on a new CVS module called 'Plugins', where I will be putting up some open-source plugins.
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Post » Mon Sep 29, 2008 2:37 pm

Quick XAudio2 update - I've added more format support for XAudio2; a common problem with Directsound was that it only supported PCM WAVs. XAudio2 will support runtime decoding of ADPCM and xWMA WAVs. xWMA is a lightweight version of WMA specially supported by XAudio2. I'm also planning OGG support, but that will require fully decompressing the files in to memory first, but with today's computer memories, I don't think it's much important. For completeness, I'll throw in a Play MP3 action like Directsound had.
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Post » Mon Sep 29, 2008 2:53 pm

[quote="Ashley":2p885f46]Quick XAudio2 update - I've added more format support for XAudio2; a common problem with Directsound was that it only supported PCM WAVs. XAudio2 will support runtime decoding of ADPCM and xWMA WAVs. xWMA is a lightweight version of WMA specially supported by XAudio2. I'm also planning OGG support, but that will require fully decompressing the files in to memory first, but with today's computer memories, I don't think it's much important. For completeness, I'll throw in a Play MP3 action like Directsound had.[/quote:2p885f46]

wooo ogg support... good news!
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Post » Mon Sep 29, 2008 4:56 pm

How will this new XAudio2 thing affect .mod files? Will they still play normally?

I just recently found a .mod tracker that I'm comfortable with (it has a piano roll instead of the usual top-to-bottom setup that trackers have) so I'm getting into making .mod music because the file sizes are so much smaller.
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Post » Mon Sep 29, 2008 5:42 pm

[quote="deadeye":24v9tdo1]How will this new XAudio2 thing affect .mod files? Will they still play normally?[/quote:24v9tdo1]
I don't understand... neither Directsound nor XAudio have had or will have MOD support. Rich wrote a separate MOD plugin, though.
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Post » Mon Sep 29, 2008 7:38 pm

I know, but doesn't the .mod plugin like, translate stuff into direct...

You know what, nevermind :oops:. I don't know how any of this works, let's just pretend I didn't ask anything.
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Post » Tue Sep 30, 2008 5:40 pm

Keep it as it is, and add the new plugin. Directsounds works GREAT on my Vista. I don't want it replaced.
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Post » Tue Sep 30, 2008 6:00 pm

I think Directsound works if you have a Creative card and special drivers. I'm not convinced Directsound is a viable audio engine for games any more, because it simply will not work for a significant number of users. You can carry on making games with it - but you might get a lot of your Vista users telling you they hear nothing. Because of this, I don't want Directsound to come with Construct any more, so it's deprecated and I plan on entirely removing it by 1.0.

I'm hoping to completely reproduce Directsound's featureset in XAudio2 so it should be entirely possible to move your game over to the new plugin. XAudio2 also has many improvements on Directsound - I've finished adding OGG support now, which means it can play PCM, ADPCM, xWMA and OGG files on channels - whereas Directsound is stuck with just PCM. It's also got volume metering and other benefits. I really don't think Directsound should be kept as a plugin so I do insist that it is removed ASAP.
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