| Oh right, that makes sense, its based on DirectX-3D (which I do know
about - have the sdk, though I've managed to avoid actually programming
anything, so far...). I'm still concerned to find (affordable) cards
with multi-channel WAVE drivers, which can support Csound as-is, without
something like DirectX. Are there any plain-vanilla SBLive API's one
could use for basic quad output?
Your programming work sounds very interetsing - I would like to see the
code - I leave it to those actively working on DirectCsound to say
whether this is a viable route to take.
Richard Dobson
mark wrote:
>
> hi yes,
>
> I've spent the day reading about them and playing with some
> of the stuff that comes with the directX 6 SDK - you can read
> the manuals by joining the free part of MSDN (microsoft dev
> network) and going to the developer library.
>
> In short though you can have a number of channels - with the
> SBLive drivers I have (not quite the latest) I've got 32. Each
> channel can have spatialisation info including velocities. There
> is a cool app that comes with the sdk that lets you set up
> channels based on wave files - and then move them about. I set
> up a interesting soundscape based on some loops made for other
> bit of work - a tabla loop oscilating back and forth with orbiting
> drones - sounded good.
>
> For doing quad wav file playback it would be easy to place four channels
> at the speaker locations. This does seem a little obtuse though - given
> that the 3d sound stuff is part of the directX api (rather than SBLive per
> se)
> it would be interesting if some of this stuff was directly accessible in
> DirectCSound - instead of the current scheme each instrument would be a
> channel which you could also score a location for - it would need new
> op codes though.
>
> I should have modified the sample code mentioned above to play four channels
> from CSound in the next couple of days so assuming it works I'll let you
> have a copy.
>
> hope this helps
>
> mark
>
>
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