Mixing is the process of combining several discrete voices, such as the sound effects and the background audio that are played back in a scene, into a single stream.Mastering voices write audio data to an audio device. Submix and mastering voices mix the audio from all voices feeding them, and operate on the result. Source and submix voices send their output to one or more submix or mastering voices. Source voices operate on audio data provided by the client. There are 3 types of XAudio2 voice objects: source, submix, and mastering voices. Voices are the submixed composites of two or more signals.By programming to the DSPs, you can alter your game's sound effects and music with as little or as much complexity as you need. They can transform signals, or combine them, or filter them. The digital signal processors (DSPs) that process them are like the pixel shaders of game audio. Signals are the basic unit of sound programming, analogous to pixels in graphics.Here are a few audio programming concepts we use in this section. Microsoft Media Foundation is designed for the playback of media files and streams, both audio and video, but can also be used in games, and is particularly useful for cinematic scenes or non-interactive components of your game. You can also implement simple sounds and music playback with Microsoft Media Foundation. XAudio2 is a low-level audio library that provides a signal processing and mixing foundation for games, and it supports a variety of formats.
GAME SOUND EFFECTS HOW TO
Learn how to develop and incorporate music and sounds into your DirectX game, and how to process the audio signals to create dynamic and positional sounds.įor audio programming, we recommend using either the XAudio2 library in DirectX, or the Windows Runtime Audio graphs APIs.