I have been working on rewriting a substantial portion of IndirectSound to use Windows Core Audio rather than XAudio2, and while doing so I have moved from Visual Studio 2010 to Visual Studio 2017. (I originally used 2010 because that was when the last version of the DirectX SDK was released and I figured that anyone who could use DirectSound would be able to use a wrapper DLL made with VS2010 for sure without any additional work. This is no longer true since DirectX has been made part of Windows, and using VS2017 is nice because of the compiler/optimizer improvements since 2010 as well as allowing me to use modern C++ features.)
I am posting here to solicit some help testing. To try and be clear , this current version DOESN'T EMULATE ANYTHING! (I don't want anyone to get their hopes up that I'm asking for help testing EAX (yet... 🤣 ).) At the moment it is a fancy but useless wrapper that merely passes on all calls from games straight to DirectSound (lol). The testing I am interested in has nothing to do with audio behavior; rather, I am interested in verifying that the DLL still works properly with the changes I've made on systems other than mine and that I am correctly detecting audio hardware on systems other than mine. IndirectSound doesn't have its own forums, and I thought VOGONS readers would have a good chance of being interested/willing in trying something and also having a wide variety of Windowses and hardware.
If you would like to help:
I am hoping to learn the following:
- Does it work on all Windows versions since Vista SP1?
- By "work" I mean does the game run without crashing and without Windows showing any error messages
- (I currently only have my most recent Windows 10 machine and my old Windows XP machine to test with; it would be nice to confirm that I'm not doing anything that would only work on the latest-and-"greatest" Windows)
- In the generated dsound.log file is your audio hardware and speaker configuration reported correctly?
- Of particular interest to me is if your audio device uses Dolby Digital (or similar compression). In that case I would very much like to know both what is reported on the "Audio stream initialized" line and in the "The application initialized a new audio endpoint device" section.
You can feel free to email me directly at indirectsound@gmail.com with any results (or post your findings here if you discover anything that would be interesting to the general public). If you email me I would be appreciative if you would attach the generated dsound.log file.
Thanks in advance!