Skip to main content
GameDev.net gamedev.net
🔒 Locked

DirectSound surround effect ?

Started by Mille Jan 21, 2005 at 3:18 AM 1 replies 950+ views
Original Post
Mille
Mille
Hey All I'm in the process of coding an audio system which is able of playing standard *.wav files, which is working fine at the moment. But now I would like to support a surround effects – and I’m not sure how this is done. But I have been thinking of using DirectSound 3D buffers to make a surround alike environment like this: 1: create four Direct Sound 3D buffers. 2: using IDirectSound3DBuffer8 to set properties of each sound source. 3: invoke 'Play' an all the 3D buffers .. 4: ...hhmm... Is this a correct approach, or any other suggestions ? Any help is appreciated .. Thanks!
www.pokersniffer.org
Nik02
Nik02
Your method should work quite well. If you want to extract surround data from a 2-channel stream, you should modulate the original data by special "surround matrices" which separate the channels according to the data phase difference and stereo separation (analog Dolby SurroundTM originally worked in this fashion).

Other approach to driving specific speakers: Multi-channel audio format proposal. I haven't been following this technology - last time I saw the doc before this was in the DirectX 7 SDK, published great many years ago. However, it could be useful.

EDIT: It seems that the new SDK also has info on the second approach. See topic "Multichannel and High-Resolution WAV Formats" [smile]

[Edited by - Nik02 on January 21, 2005 5:10:27 AM]
Niko Suni
Mille
Mille
Thanks for your good input !!! -> rate up ..
www.pokersniffer.org

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.