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:

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>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.
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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?
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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
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