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- DirectSound 2.0 readme file
-
-
- Changes since DirectX 1.0 final release
- =======================================
-
- We have made few changes to DirectSound since DirectX 1.0.
- We have not been lazy; instead we have been concentrating our
- development effort on DirectSound 3.0, which will be released in
- August 96. The main feature will be 3D sound, but there will be
- lots of other improvements (especially some perf gains) that you
- will want to pick up before you ship your game for Christmas.
-
- The main changes for DirectSound 2.0 are:
-
- - Bug fixes.
-
- - Improvements to the wave emulation code (used when no driver is
- available) to support wave drivers which don't work correctly.
-
- - Changes to our sound focus management. These changes were made
- for various reasons, but should not make any difference to most
- games. They were needed to support out-of-proc (exe server) COM
- objects, and to support the requirements of ActiveX (our new high-level
- media streaming architecture).
-
- - DSBCAPS_STICKYFOCUS. This flag can be specified in a CreateSoundBuffer
- call to change the focus behaviour of the sound buffer. It works like
- this: suppose you are in focus, and both your normal buffers and your sticky
- focus buffers are audible. If you then switch to another DirectSound
- app, all of your buffers will be silent. Up to now, everything is the
- same as before. However, if you switch to a non-DirectSound app, only
- your normal buffers wil be muted. Your sticky focus buffers will
- continue playing. This is useful for non-game applications, such as
- movie playback (ActiveMovie) where you might want to hear your movie
- soundtrack even while typing in Word or Excel.
-
- - DSBCAPS_GETCURRENTPOSITION2. This flag indicates that the application
- wants IDirectSoundBuffer::GetCurrentPosition to use the new behaviour of
- the play cursor. In DirectX 1 on emulated sound cards, the play cursor
- was significantly ahead of the actual playing sound; it was right behind
- the write cursor. Now, if the DSBCAPS_GETCURRENTPOSITION2 flag is specified,
- the application can get a much more accurate play position. If this flag
- is not specified, the old behaviour is preserved for compatibility. Note
- that this flag only affects emulated sound cards; if a DirectSound driver
- is present, the play cursor is accurate for DirectX 1 and 2.
-
- Note: we don't have cross-app mixing in DirectSound 2.0, but it will be
- released as part of DirectSound 3.0.
-
-
- DirectSound Driver Support
- ==========================
-
- There have been no changes to the DirectSound drivers, or to the driver
- interface. The driver support is exactly the same for DirectSound 2.0 as
- for DirectSound 1.0 retail release.
-
- The final release contains DirectSound versions of all sound drivers
- included in the Windows 95 product. This includes the following:
-
- - Sound Blaster: 8-bit cards, 16-bit cards, and the AWE32.
- - ESS: 488, 688, 1488, 1688.
- - MediaVision: PAS 16, PAS Studio, PAS Plus, Pro 3D, and Blue Lite Special.
- - Aztech: Nova 16, Washington 16, Rocky 2.
- - Microsoft: Windows Sound System.
-
- Sound cards which do not have DirectSound drivers can still be accessed
- through DirectSound. If no driver is available, DirectSound will use its
- emulation layer to communicate with the device through the standard Wave
- driver interface. This provides full DirectSound functionality, but
- increases latency significantly and prevents access to hardware
- acceleration.
-
- We have also encountered faults in certain situations on the Roland
- Rap 10 and the Gravis UltraSound MAX.
-