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Re: RealTime effect proccessing.

Date1998-12-16 23:07
FromRichard Dobson
SubjectRe: RealTime effect proccessing.
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
> 
>
-- 
Test your DAW with my Soundcard Attrition Page!
http://wkweb5.cableinet.co.uk/rwd

Date1998-12-17 02:14
Frommark
SubjectRE: RealTime effect proccessing.
Not sure about the SBlive api - I've applied 
to Creative for inclusion in their developer 
program but I haven't heard anything yet - 
there is very little programming info around 
on either the DSP chip or the board. I will 
make the source available with the player 
as soon as I have finished it. I had a look at 
your web site and read the Microsoft Wav 
proposal - all extremely interesting - my goal 
is to try and be able to play as many of your 
files as possible. 

Given the complete configurability of the SBlive 
and the on going driver development program 
Creative might well support the mutlichannel 
stuff in the future - I'll drop them an e-mail.

Its odd writing C++ again - I abandoned it 3 
years ago in favour of Java because I've been 
doing distributed computing.

mark 

> -----Original Message-----
> From: Richard Dobson [mailto:rwd@cableinet.co.uk]
> Sent: 16 December 1998 23:08
> To: mark; csound@maths.ex.ac.uk
> Subject: Re: RealTime effect proccessing.
> 
> 
> 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
>