Microsoft DirectX 8.1 (C++)

The Power of DirectX Audio

DirectX Audio does much more than simply play sounds. It provides a complete system for implementing a dynamic soundtrack that takes advantage of hardware acceleration, Downloadable Sounds (DLS), DirectX Media Objects (DMOs), and advanced 3-D positioning effects.

By using the DirectMusic and DirectSound interfaces in your application, you can do the following:

If you use source files from DirectMusic Producer or a similar application, you can do much more:

These capabilities are the ones most often used by mainstream applications. DirectX Audio is designed to be used easily for the basic tasks, but it also allows low-level access to those who need it. It is also extensible. Specialized applications can implement new objects at virtually every stage on the audiopath, such as the following:

Also part of DirectX Audio is DirectMusic Producer, an application that enables composers to create DLS collections, chordmaps, styles, and segments—the pieces that let you take full advantage of the power of DirectMusic. DirectMusic Producer also makes it possible to create playable segments that contain multiple time-stamped waves. These waves can be in compressed or uncompressed format and can be either streamed at run time or wholly contained in memory.

As an application developer, you might never use DirectMusic Producer yourself, but it is a good idea to have a broad understanding of what it does so that you can work effectively with your sound design team. For an introduction from the application designer's perspective, see Compositional Music Elements. For more detail, see the DirectMusic Producer documentation.

DirectX Audio delivers full functionality on Microsoft® Windows® 98 and Microsoft® Windows® 2000. However, support for hardware synthesizers is available only on Windows 98 Second Edition and Windows 2000.