Re: Re: Tips for debugging D3D Textures & DirectSound?
Peter Hunnisett <[email protected]> Thu, 21 Oct 2004 08:41:20 -0400
| Newsgroups | gmane.comp.emulators.winex.devel |
|---|---|
| Message-ID | <[email protected]> |
Adam Luchjenbroers wrote: >-----BEGIN PGP SIGNED MESSAGE----- >Hash: SHA1 > > > >With regards to sound, it would appear to be a directsound issue. Uncommenting >the DUMP_* defines in mixer.c results in dumps of two channels both with no >sound (filled with 0x00). The game config files suggest it's supposed to be >using 32 channels, which seems to contradict the two channels directsound is >seeing. > > If dsound is getting no sound, then the problem is presumably not dsound but something else. >How are audio codecs handled by Cedega, Dawn of War uses it's own variation of >the AIFF codec (it is a further mutation from the modified aifr audio seen in >homeworld 2). The game should either incorporate or provide the necessary >codecs, how is this commonly done and how would it affect sound support? > > Lots of ways to do sound in windows. Sounds (couldn't resist the bad pun) like it could also be using winmm, in which case +mmsys (and friends) might be appropriate to look at*. Ciao, Peter ***