Game Development Reference
In-Depth Information
XAudio2
XAudio2 is, of course, newer and more powerful than DirectSound. We will add some
more code to the same file we've spent the first part of this chapter working on
( TileGameWindow.cs ).
As usual, we first need to add some using statements at the top of the file, so that
we can use XAudio2.
using SlimDX.XAudio2;
Next, we will create some member variables to hold our XAudio2 objects. This time
there are four of them.
XAudio2 m_XAudio2;
MasteringVoice m_MasteringVoice;
AudioBuffer m_AudioBuffer;
SourceVoice m_SourceVoice;
The first one, m_XAudio2 , will hold our XAudio2 object. The second one will hold
our mastering voice . In XAudio2, the MasteringVoice class is used to represent
the sound output device. The third variable is the buffer that we will store our sound
in. Lastly, we have a SourceVoice object. This is used to submit our audio data to
the MasteringVoice object for processing.
The next thing we should do is edit the if statement we added to the bottom of the
constructor earlier in this chapter. The following code needs to be changed:
if (m_UseDirectSound)
InitDirectSound();
The following change has to be made:
if (m_UseDirectSound)
InitDirectSound();
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