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Greetings…

Am tyring to get 3d Sound up and running in my application. Right now, I have a SoundBlaster Live 5.1 XGamer card running on WinXP.

When I use this, it works…
FSOUND_SetDriver(0);
FSOUND_SetOutput(FSOUND_OUTPUT_WINMM);
FSOUND_SetMixer(FSOUND_MIXER_AUTODETECT);
FSOUND_SetMinHardwareChannels(16);
FSOUND_Init(44100, 32, 0);

When I use this, it doesnt…
FSOUND_SetDriver(0);
FSOUND_SetOutput(FSOUND_OUTPUT_DSOUND);
FSOUND_SetMixer(FSOUND_MIXER_AUTODETECT);
FSOUND_SetMinHardwareChannels(16);
FSOUND_Init(44100, 32, 0);

I’d really like the lower latency and EAX support of DSOUND. At the moment however it just wont take. If I let FMOD choose the output for me, it selects DSOUND.

The odd thing is, I get a single stream (as background music) running fine on either one. Samples however just wont play if I use DSOUND.

Any clues?

If you need more info regarding other bits of my code let me know and I’ll post em.

Thanks bunches guys

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Just thought I’d also say that the sample programs work with DSOUND. I cant see what I’m doing differently however.

I’m not asking for code… Just for ideas on where to look for the problem.

Thanks again

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Okay… I feel dumb now…

Note to self… read ALL of the documentation.

I was trying to manually assign channels to the sounds I was using. The problem is that I was trying to assign the HW3D loaded sounds into software designated channels. Thats why WINMM would work… everything is software…

In case anyone else gets this problem… make sure to use FSOUND_FREE as the channel parameter of the PlaySoundEx call and capture the return value. Use this as the channel parameter on any other SetAttribute or SetPaused calls for that sound.

Thanks for the great documentation Firelight! I really appreciate it

Cheers

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