0
0

I’m writing this and that, and stumbled on to a point where I need to have a sound system for music and samples plus system for audio streaming (send and receive) to the internet (as “phone”). It seems to me that easiest (sic!) solution would be using DirectX 8 and its DirectPlay Voice system. Now my question is, can I get DirectPlay Voice to work with FMOD, and if so, how?

I suppose all I would have to do is to get the DirectPlay system to send its voice data to FMOD for mixing with everything else? Any suggestions how?

sanctimonious

  • You must to post comments
0
0

I don’t think that is the best solution easily possible. Wouldn’t it be easier and better if there would, similar to the way you can obtain the type of, and ptr to, the active ‘sound device’ (eg dsound8) you could ‘hint’ a channel or stream to use a custom, device specific Buffer? DPlay8-voice supplies ‘us’ with a DSound 3DBuffer, isn’t that exaclty what FMOD’s dsound implementation is expecting?
I need to do the same thing as the original poster, but especially want to use the incoming voice as a 3D sound source. I don’t want to do this by programming DSound8 myself: We are considering buying a full commercial license to FMOD to NOT have to do that!
Brett, maybe you can answer that: Would it be easy for YOU to add a feature like that, or would it be easy for OURSELVES to do the thing i describe when we get the full FMOD source with our commercial license??

  • You must to post comments
Showing 1 result
Your Answer

Please first to submit.