Advertisement

04.16.2008 at 08:17AM PDT, ID: 23327472 | Points: 500
[x]
Attachment Details

Managed DirectX Sound limitation using C#

Asked by blkburn in Development Software, Game Programming

Tags: C# DirectX Direct Sound

I am currently using SecondaryBuffer and Buffer3D objects for managed DirectX in C# to play various wav files on different audio channels (6 channel setup).  The problem I am having is that after instantiating several of these objects, the sound played by subsequent Buffer3D.Secondary buffer objects is not played on the proper channel.  Simply commenting a out an object declared earlier in the code allows the more recently decalered object to play the sound properly.  Is this a limit imposed by DirectX or more specifically managed DirectX or is this a hardware limitation?  If this is a software limitation, is there a workaround?  I have not been able to find any documentation pertaining to this specific issue.  Any help is apreciated.  Thank you.  Start Free Trial
[+][-]05.03.2008 at 12:43AM PDT, ID: 21491642

At Experts Exchange, members can ask their questions to thousands of technology professionals, also known as Experts. Experts compete and collaborate to answer those questions by leaving comments like this one.

Start your 7-day free trial to view this Expert Comment or ask the Experts your question.

 
 
Loading Advertisement...
20080716-EE-VQP-32 / EE_QW_2_20070628