First post, by BEEN_Nath_58
- Rank
- l33t
There could be a lot of parts to the answers so I will try to be specific. Feel free to correct me:
- Games in early 2000s had started setting requirement for DirectX (should be specifically DirectSound?) for the games. What did DirectSound do for the games, what were the other sound components needed other than DSound? = DSound rendered the game's sound. Other components could include Kernel mixing for processing of all stuff or direct mernel streaming if app wanted to access direct HW.
- What was present for the same purpose of DSound before it was used (mid-90s, Win95 era, or for cards that didn't have DSound support)? = WinMM
- What replaces DSound now? I would have blindly accepted XAudio2, but there seems to be a gap of 2007-2008 in Windows Vista...what was being pushed then by MS to use? = XAudio2? No 3D acceleration from MS in 2007-2008? Core Audio?
- The successors and predecessors of DSound, whatever characteristic they have, are they a complete replacement of what DSound had, or there are some stuffs that have been separated into other APIs/processes? = Probably complete replacement with generational additions, upgrades.
- What is the Wave Mapper? Was it one (or one of the multiple predecessors of DSound (that is still used today)? = WinMM. Yes it was the predecessor of DSound.
- What is the WASAPI? Anything related to XAudio2 or DSound? Anything similar to KMixer? = Session API, where all the sound sessions take place.
- Is XACT2 a replacement for DSound, XAudio2 or it is just a library to build on those 2 APIS? = library to write DSound or XAudio2
- s there a good place to read about the DSound3D, I never found any...
Thanks in advance for your time
previously known as Discrete_BOB_058