Voice managementĮach instance of a SoundEffectInstance will allocate it's own source voice when played, which won't be released until it is destroyed. Xwbtool -s -o streamingwb.xwb Track1.wav Track2.wav Track3.wav Track4.wavĭirectXTK for Audio does not make use of the XACT engine, nor does it make use of XACT "sound banks". Xwbtool -o wavebank.xwb Sound.wav Explosion.wav Music.wav DirectXTK for Audio's WaveBank class can be used to play one-shots or to create SoundEffectInstances from 'in-memory' wave banks. This allows for more efficient loading and memory organization. wav files, a more efficient method is to package them into a "wave bank". You can pass 'false' for the rhcoords parameter which defaults to 'true' if using left-handed coordinates. Note: A C++ exception is thrown if you call Appl圓D for a SoundEffectInstance that was not created with SoundEffectInstance_Use3DĪppl圓D assumes the emitter and listener are using right-handed coordinates. | SoundEffectInstance_ReverbUseFilters ) SoundEffect = std::make_unique( audEngine.get(), L"Sound.wav " ) Īuto effect = soundEffect-> CreateInstance( SoundEffectInstance_Use3D Related tutorials: Adding the DirectX Tool Kit for Audio, Adding audio to your project, Creating and playing sounds, Making use of wave banks, Using positional audio HeaderĪUDIO_ENGINE_FLAGS eflags = AudioEngine_EnvironmentalReverbĪudEngine-> SetReverb( Reverb_ConcertHall ) It does not make use of the legacy XACT Engine, XACT Cue, or XACT SoundBank. AudioListener, AudioEmitter - Utility classes used with SoundEffectInstance::Appl圓D.ĭirectXTK for Audio uses XAudio 2.xwb wave bank, with support for directly playing one-shots and creating SoundEffectInstances that refer to entries in the wave bank. WaveBank - A container class for sound resources packaged into an XACT-style.DynamicSoundEffectInstance - SoundEffectInstance where the application provides the audio data on demand.SoundStreamInstance - SoundEffectInstance for playing waves from a streaming XACT-style.
These support 3D positional audio and optionally reverb effects.