DavidAWinter

Does anyone know of an alternative to DirectX 8 DirectSound for playing multiple sounds (wav format) at the same time

I've looked at the PlaySound () API call but it only plays one sound at a time (for some strange reason).

thanks



Re: Game Technologies: General Alternative to DirectSound8 ?

Nightmare_BE

Have u tried XAct

i know there are few 3the partry sound engines available but dont know exact name of them.

I'm sure if u search for things like OGG on the net u will run into free sound engines. OGG might not be a wave files but its easy to convert





Re: Game Technologies: General Alternative to DirectSound8 ?

The ZMan

XACT is the 'new' official MS replacement for DirectSound but it's a little overkill if all you want to do is play a WAV

http://www.openal.org/ - free

http://www.fmod.org/ - $1500 per Sku

http://www.radgametools.com/miles.htm - $3000 per sku






Re: Game Technologies: General Alternative to DirectSound8 ?

DavidAWinter

Thanks

XACT won't work with my programming langauge.

Yeah, my needs are fairly simple, just playing of wave files. Well maybe not that simple, I need to have the option to loop them as well as change the volume. But, simple wav format none the less.

There are Win API calls to do that, but they will stop the currently playing sound to play the new one, which is also a requirement, I need to have up to 8 or so sounds at the same time.

DirectSound has served me very well for years. I'm not sure why there was any need to replace it.

I'm looking at irrKlang( http://www.ambiera.com/irrklang/ ). I'll need to create a COM wrapper, but it looks like a fairly simple API and it's priced right (free). And I only need to expose one class (load file, play sound).

David





Re: Game Technologies: General Alternative to DirectSound8 ?

The ZMan

Yes the windows API calls have always had that restriction as far as I know.

The move from DirectSound to XACT was driven by the major game studios needing tools that a sound director can fiddle with the game sounds away from the developer. DirectSound is very developer centric and that's just not how the big game companies work. So WAV files are loaded into XACT and can have parameterized effects (volume, pitch etc) all added to it. The developer just deals with these as exposed cues with simple parameters to directly change things. The best way to think of it is the same as a graphic artist uses Maya and Photoshop the Audio artist uses Sound Forge and XACT.

If you ever want to understand changes in the DirectX SDK then looking at what a large game company does differently is usually the clue. This of course is not always applicable if you are a small indie game developer but our games do not keep quite as many people on the windows platform as Half Life... follow the big money...

Thanks for that link I had not see that one before.




Re: Game Technologies: General Alternative to DirectSound8 ?

DavidAWinter

Well.. I'm a firm believer in 'if it ain't broke, don't fix it'..

DirectSound wasn't broken.

Besides, large companies can afford to build their own solutions. From the sounds of it, the same could be accomplished by a basic wave file, an XML file description of it's use (volumes, effects to apply, etc...) and a custom class (with DirectSound as it's core sound lib) for using the two together. Semes like something a larger company with many staff members could whip up in a day or two. Those of us with no other staff.. we need something that 'just works'...

But this is another conversation that has nothing to do with the original post...

thanks

David





Re: Game Technologies: General Alternative to DirectSound8 ?

Jim Perry

DavidAWinter wrote:
Well.. I'm a firm believer in 'if it ain't broke, don't fix it'..

DirectSound wasn't broken.

Not broken, but didn't work as well as it could have, as you've found out.

DavidAWinter wrote:
Besides, large companies can afford to build their own solutions. From the sounds of it, the same could be accomplished by a basic wave file, an XML file description of it's use (volumes, effects to apply, etc...) and a custom class (with DirectSound as it's core sound lib) for using the two together. Semes like something a larger company with many staff members could whip up in a day or two.

The whole point is that companies shouldn't have to whip something up. Why waste time and money when it could be spent writing actual game code.

DavidAWinter wrote:
Those of us with no other staff.. we need something that 'just works'...

Hmm, XACT does work. What language are you using that doesn't work with it






Re: Game Technologies: General Alternative to DirectSound8 ?

DavidAWinter

Not broken, but didn't work as well as it could have, as you've found out.

I'm not sure I understand. What was not working as well as it could have You gave the engine a wav file, and told it to loop the sound or change the volume. That's what I asked of it, and that's what it did.

The whole point is that companies shouldn't have to whip something up. Why waste time and money when it could be spent writing actual game code.

Well yes, I fully agree with that.. the problem though is that now the exact opposite is happening. Instead of coding compelling features that my customers are asking for, I'm stripping out sound code that worked and rewritting it because of a change of technologies I had no say in. I don't have a sound director.. well I do.. it's me. So I record the sound I need, clean it up in an audio package, save it to wav and play it via the DirectSound libraries. It's a process that works well. Once that is done, I get back to coding features that my customers are asking for.

Hmm, XACT does work. What language are you using that doesn't work with it

VB6

Maybe I missunderstand the whole thing. Maybe I'm confusing XACT as a replacement of DirectSound (which it seems to me to be) when instead it's an additional layer of functionality on top of DirectSound that developers can choose to use or not.

At any rate, DirectSound is no longer available to me (and, at the last estimate I read, about 2.5 million other VB6 developers) so I've had to find other alternatives. irrKlang, mentioned above, seems to fit the bill (even though it just makes DirectSound calls, but I can at least get to the irrKlang functionality directly from VB)

thanks





Re: Game Technologies: General Alternative to DirectSound8 ?

The ZMan

Yes DirectSound wasn't broken, in fact it still works and ships with DX9 (though not DX10 I assume - I have not really looked into it).

Jim - David is a VB6 guy - I suppose wrapping the XACT Dll could be an option but it really is overkill just to pay a wav file.

As we discussed quite a lot on the other thread the DirectX API moves very rapidly with the times, with what big AAA game companies want and small indie guys like you can suffer as a result. Is it fair or good Well no but thats how it is....

As you say - we are off topic from the original question.