3D sound compiled and running, if not understood all that well…

Today’s twists and turns:

  • More Audio3d.
  • Starting to add in the 3dAudio based on this and this and this.
  • Got an audio link error and chased that down, discovering a few things along the way.
  • There is directX help for C++ in (“C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Documentation\DirectX9\directx_sdk.chm”). I don’t know it it’s any good, but I’m going to look though it next. Note that this is DX9, not 11. I’m *hoping* that this is all up to date…
  • Pointed Configuration Properties->Linker->General->Additional Library Directories at (C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Lib\x86), and added the following files to Configuration Properties->Linker->Input->additional dependencies”
    • d3d11.lib
      d3dx11.lib
      winmm.lib
      xinput.lib
      X3DAudio.lib
    • This is a change from the libraries that the demo book points at, which were dxd9 libs. Recompiled and ran the code with no problems. I did attempt to clean up the xact3dInstance pointer in ~Audio3d(), but delete[] threw an exception
  • Reading through the DX documentation, which, though it is in the DX9 folder, contains information about DX11. Whatever.
  • The documentation is kind of what you’d expect, but it let me find the tutorials and demos, which are quite nice. On my machine, the demos that I’m interested in are located here: (C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\XAudio2). It contains 4 projects:
    • XAudio2BasicSound
    • XAudioBasicStream
    • XAudio2CustomAPO
    • XAudio2Sound3D
  • Each project has source and MSVC2008 and MSVC2010 project files. I’ve just opened up the XAudio2Sound3D MSVC2010 project, and it compiled and ran just fine: XAudio2demo
  • This is almost exactly what I intend to build for the test environment, so that’s pretty cool. And using the buttons or the keyboard, I can drive the sound emitter around my head. Woohoo!
  • Next goal is to build up a copy of XAudio2BasicSound and then add the 3D components (without the graphics) from XAudio2Sound3D.
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