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.
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