| This file contains information on the current implementation of the DirectSound |
| API. |
| |
| The DirectSound API can be found in the Win32 DLL dsound.dll and in the |
| IDirectSound* interfaces. It is implemented in multimedia/dsound.c. |
| |
| The current implementation uses the Linux/FreeBSD OpenSoundSystem. Some |
| applications already work. There is only the basic part of the interfaces |
| implemented, but it is the stuff used by 90% of the applications. |
| It also uses multithreading, so it will only work on systems with working |
| CreateThread. |
| |
| Tested with SoundBlaster(16) clone and Gravis UltraSound Classic. |
| |
| TODO: |
| - Add support for other audiosystems. |
| + Sun Audio. (Solaris and probably the *BSDs except FreeBSD.) |
| + remote audio support (No clue as to what systems there are. |
| Use some audio xextensions?) |
| - Add support for mixing of different frequency and panning. |
| - Fix all the multithread pending race conditions and the like. |
| - Share filedescriptors and other stuff with mciwave/waveoutdevice code. |
| |
| |
| Gamestatus: |
| - Wing Commander 4/W95: |
| The intromovie plays without problems. Nearly lipsynchron. |
| - DiscWorld 2 |
| The sound works, but noticeable chunks are left out (from the sound |
| and the animation). Don't know why yet. |
| - Diablo: |
| Sound works, but slows down the movieplayer. In the (hacked version) |
| game the sound is positively weird. |
| - Monkey Island 3: |
| The background sound of the startscreen works. |
| - WingCommander Prophecy Demo: |
| Sound works for the intromovie. |