------------------
-t
DirectSound Output Quality Crap?
Well, I seem to remember having this problem awhile ago to. If I remember correctly it had to do with the way I was setting up the Primary Buffer. All I did was set it to the maximum values 44k/s, 16bit sound, stereo, etc. I think what I was originally doing was setting it up as the first .wav that I loaded. After that everything was cool.
-t
My app uses DirectSound from DX5/DX6, whenever I play more that three 2ndary buffers at THE SAME TIME, ie.
buffer[1]->play(0,0,0);
buffer[2]->play(0,0,0);
buffer[3]->play(0,0,0);
... the output goes slightly static, as if the CPU cant update the primary buffer quick enough!
Ive tried constantly looping the Primary buffer, different co-operative levels, and using the same type of wave format for each buffer!
Ive also tried my app on different hardware.
(Pentium MMX+ESS, P2/300+SBAWE32)
Has anyone had the same problem?
[This message has been edited by SikCiv (edited September 10, 1999).]
Downloads: ZeroOne Realm
That sounds exactly like my problem as well. All my sounds
are loaded as 8-bit, 22kHz and mono. Sometimes when I play
single or multiple sounds, I hear a strange static or crackling
noise over the sounds. Sometimes I hear the sounds clearly,
sometimes not.
are loaded as 8-bit, 22kHz and mono. Sometimes when I play
single or multiple sounds, I hear a strange static or crackling
noise over the sounds. Sometimes I hear the sounds clearly,
sometimes not.
I only create and use secondary sound buffers, so I don't
access the primary sound buffer at all, if I understand this
correctly.
-Tank2k
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement