Re: [GD-Windows] Latency of wavOutWrite vs. DSound
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From: Corrinne Y. <cor...@sp...> - 2001-11-04 14:04:57
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----- Original Message ----- From: "Brian Hook" <bri...@py...> To: <gam...@li...> Sent: Saturday, November 03, 2001 7:53 PM Subject: [GD-Windows] Latency of wavOutWrite vs. DSound > I'm working on a small title that needs to run across as wide a range of > Win32 platforms as possible. I know that the non-DX audio capabilities > such as wavOutWrite have higher latencies than using DirectSound, but > has anyone quantified the difference? Is it high enough to be > aggravating in a game that isn't an action game? -- Old DSound (using it only as a way to write out to a simple sound output buffer) is available on a lot of systems, and if not, can be provided free with your application. I had done code on some games that were pretty old that did not use any D3D (and didn't use OpenGL) and only used DSound. -- Using simple old DSound doesn't lock you out of too many legacy Win32 platforms. And when I didn't use DSound back then, I used those famous 3rd party audio libs, which didn't cost too much to license either. (in exchange for sound board compatibility, and decent audio performance, and a more practical API interface) -- And when I didn't use the 3rd party audio libs, I programmed the interrupts directly for a handful of audio chips. It wasn't that bad as audio cards were trying to converge towards the Adlib / Soundblaster cloneing process anyway. I don't suspect interrupt programming is too bad now (though hadn't done it for a while) since most of those bargain non Creative chips probably just emulate old Adlib or old Soundblaster interfaces on some level. |