[DirectX 6 Programmer's Reference] Step 2: Initializing the Performance (80.4563492063492%)
DirectX Foundation > DirectMusic > DirectMusic Tutorials > Tutorial 3: Using Compositions
[DirectX 6 Programmer's Reference] Step 7: Transitioning to Another Primary Segment (67.9563492063492%)
DirectX Foundation > DirectMusic > DirectMusic Tutorials > Tutorial 3: Using Compositions
[DirectX 6 Programmer's Reference] Step 3: Loading the Music Elements (67.0985060690943%)
DirectX Foundation > DirectMusic > DirectMusic Tutorials > Tutorial 3: Using Compositions
[DirectX 6 Programmer's Reference] Step 8: Playing a Motif (66.3632119514472%)
DirectX Foundation > DirectMusic > DirectMusic Tutorials > Tutorial 3: Using Compositions
[DirectX 6 Programmer's Reference] Step 1: Defines and Globals (66.3632119514472%)
DirectX Foundation > DirectMusic > DirectMusic Tutorials > Tutorial 3: Using Compositions
[DirectX October 2006 Documentation] Step 2: Retrieve the Buffer (63.0291005291005%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 1: Initialize (62.4530636627411%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 1: Create the Audiopath (62.2938064114535%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX October 2006 Documentation] Step 3: Play the File (60.2471813097999%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX October 2006 Documentation] Step 4: Close Down (58.7765930745058%)
DirectMusic > DirectMusic C++ Tutorials > Tutorial 1: Playing Audio Files
[DirectX 8.1 C/C++ Programmer's Reference] Step 1: Enumerating the Joysticks (57.5902583255524%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 3: Using the Joystick
[DirectX 8.1 Visual Basic Programmer's Reference] Step 2: Initialize the Audio Environment (56.8253968253968%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Defining the Action Map (56.5026357765328%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 5: Using Action Mapping
[DirectX 8.1 C/C++ Programmer's Reference] Step 5: Gaining Access to the Joystick (56.4292676134781%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 3: Using the Joystick
[DirectX 8.1 C/C++ Programmer's Reference] Step 2: Retrieve the Buffer (56.0185185185185%)
DirectX 8.1 (C++) > DirectX Audio > DirectX Audio C++ Tutorials > Tutorial 2: Using Audiopath Objects
[DirectX 8.1 C/C++ Programmer's Reference] Step 3: Setting the Joystick Data Format (55.9358465608466%)
DirectX 8.1 (C++) > DirectInput > DirectInput C/C++ Tutorials > Tutorial 3: Using the Joystick
[DirectX 8.1 Visual Basic Programmer's Reference] Step 3: Create the Audiopath (52.3401027077498%)
DirectX 8.1 (Visual Basic) > DirectX Audio > DirectX Audio Visual Basic Tutorials > Tutorial 2: Using Audiopaths
[DirectX 5 Programmer's Reference] Step 1: Enumerating the Joysticks (52.0347027699969%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 3: Using the Joystick
[DirectX 8.1 Visual Basic Programmer's Reference] Step 5: Download the Band (51.6048085901027%)
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 (51.6048085901027%)
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 1: Initializing the Force-Feedback Device (51.1438542808428%)
DirectX 8.1 (Visual Basic) > DirectInput > DirectInput Visual Basic Tutorials > Tutorial 4: Using Force Feedback
[DirectX 5 Programmer's Reference] Step 5: Gaining Access to the Joystick (50.8737120579226%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 3: Using the Joystick
[DirectX 5 Programmer's Reference] Step 3: Setting the Joystick Data Format (50.380291005291%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 3: Using the Joystick
[DirectX 5 Programmer's Reference] Step 6: Retrieving Data from the Joystick (50.1516324687056%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 3: Using the Joystick
[DirectX 5 Programmer's Reference] Step 2: Setting the Mouse Data Format (50.1494351494352%)
DirectX Foundation > DirectInput > DirectInput Tutorials > Tutorial 2: Using the Mouse
[DirectX 3 Programmer's Reference] Step 6: Writing to the Surface (49.4611733582322%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 7: Flipping the Surfaces (47.9905851229381%)
DirectDraw > DirectDraw Tutorials > Tutorial 1: The Basics of DirectDraw
[DirectX 3 Programmer's Reference] Step 4: Flipping the Surfaces (47.9000054127931%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer
[DirectX 3 Programmer's Reference] Step 1: Setting the Color Key (47.7312371977215%)
DirectDraw > DirectDraw Tutorials > Tutorial 4: Color Keys and Bitmap Animation
[DirectX 3 Programmer's Reference] Step 2: Setting the Palette (47.1647112951461%)
DirectDraw > DirectDraw Tutorials > Tutorial 2: Loading Bitmaps on the Back Buffer