[DirectX 7 Programmer's Reference] Step 2: Initialize the Performance (80.4563492063492%)
Microsoft DirectX 7.0 > DirectMusic > DirectMusic Tutorials > DirectMusic C/C++ Tutorials > Tutorial 3: Using Compositions
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (72.0912698412698%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 1: Initialize (71.5152329749104%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (70.7023809523809%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 3: Play the File (69.4318996415771%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 2: Load a File (68.0430107526882%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX 7 Programmer's Reference] Step 7: Transition to Another Primary Segment (67.5396825396825%)
Microsoft DirectX 7.0 > DirectMusic > DirectMusic Tutorials > DirectMusic C/C++ Tutorials > Tutorial 3: Using Compositions
[DirectX 7 Programmer's Reference] Step 6: Play a Primary Segment (66.5674603174603%)
Microsoft DirectX 7.0 > DirectMusic > DirectMusic Tutorials > DirectMusic C/C++ Tutorials > Tutorial 3: Using Compositions
[DirectX 7 Programmer's Reference] Step 1: Defines and Globals (65.8730158730159%)
Microsoft DirectX 7.0 > DirectMusic > DirectMusic Tutorials > DirectMusic C/C++ Tutorials > Tutorial 3: Using Compositions
[DirectX 7 Programmer's Reference] Step 5: Create the Primary Segments (65.8730158730159%)
Microsoft DirectX 7.0 > DirectMusic > DirectMusic Tutorials > DirectMusic C/C++ Tutorials > Tutorial 3: Using Compositions
[DirectX 5 Programmer's Reference] Step 1: Enumerating the Joysticks (61.1562049062049%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 3: Using the Joystick
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2: Initialize the Audio Environment (60.3151709401709%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 5 Programmer's Reference] Step 5: Gaining Access to the Joystick (58.5611756664388%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 3: Using the Joystick
[DirectX 5 Programmer's Reference] Step 6: Retrieving Data from the Joystick (58.496990814064%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 3: Using the Joystick
[DirectX 5 Programmer's Reference] Step 2: Creating the DirectInput Joystick Device (58.204816017316%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 3: Using the Joystick
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Retrieve the Buffer (58.1425518925519%)
DirectX 8.1 (C++) > DirectX Audio > DirectX Audio C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Enumerating the Joysticks (57.8493265993266%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 3: Using the Joystick
[DirectX 5 Programmer's Reference] Step 2: Setting the Mouse Data Format (57.8191178191178%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX 8.1 Visual Basic Programmer's Reference] Step 1: Initializing the Force-Feedback Device (57.6221372936526%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Initialize (57.5665150261925%)
DirectX 8.1 (C++) > DirectX Audio > DirectX Audio C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX 3 Programmer's Reference] Step 7: Flipping the Surfaces (56.9895382395382%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 6: Writing to the Surface (56.9895382395382%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 4: Flipping the Surfaces (56.8989585293933%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 1: Setting the Color Key (56.8118896607269%)
DirectDraw > DirectDraw Tutorials > Tutorial 4: Color Keys and Bitmap Animation
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Create the Audiopath (56.753663003663%)
DirectX 8.1 (C++) > DirectX Audio > DirectX Audio C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 C/C++ Programmer's Reference] Step 5: Displaying the Action Map (56.7208543771044%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 5: Using Action Mapping
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Create the Audiopath (56.3568376068376%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 8.1 Visual Basic Programmer's Reference] Step 7: Stop the Sound (56.3568376068376%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 8.1 Visual Basic Programmer's Reference] Step 5: Download the Band (56.3568376068376%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 3 Programmer's Reference] Step 2: Setting the Palette (56.2045140849489%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer