David Yackley, Program Manager, Microsoft
Book Description
***Highlights***
* Covers the basic theory of sound, digital audio, modern hardware, and design theory.
* Discusses both basic and advanced topics of DirectX audio, including DirectSound and DirectMusic.
* Uses the foundation of a basic audio system, to illustrate how to create high-level audio systems, including script-driven sound templates. It also teaches readers how to build an interactive music system from the ground up.
* Examines alternative file formats and the SDKs (Software Developers Kits) needed to access them, including the Windows Media SDK (for WMA and MP3 files), Ogg Vorbis, and the Windows Audio Compression Manager. Additionally, readers learn how to create custom file system loaders using the standard COM Istream interface.
* Covers advanced 3D techniques, including a number of cutting-edge 3D audio-related topics and the use of hardware extensions such as EAX, ZoomFX, and MacroFX.
* Discuss how to play redbook audio from a CD, and a variety of other general optimizations and strategies.
ON THE CD-ROM
* The GAP library sample library source, samples, and reference documentation - James Boer
* Disk 2 demo - Dolby
* Ogg Vorbis SDK and an encoder for wave file conversions - Ogg Vorbis
* Sensauras SDK with sample code, programs, libraries, etc.- Sensaura
* Demo of a program for formatting C/C++ in a wide variety of styles - SourceStylerC++
SYSTEM REQUIREMENTS
A working knowledge of C++ and object-oriented programming principles, and a basic understanding of Windows programming. The samples and libraries were compiled with Microsoft Visual C++ 6.0, with Service Pack 5 installed. DirectX 9.0 is used for all DirectX-related applications. The samples were compiled on Windows 2000 and additionally tested on Windows 98, Windows ME, and Windows XP. The audio libraries developed require an installed DirectX-compatible sound card with working DirectX drivers.