Global DirectMusic compression for mixing: I've have very good results using DMOs in shared "mix-in" buffers. (Unfortunately, this _does not_ work with 3D buffers -- maybe in DirectX 10?) Here's basically how it works... Create a new audiopath in DMP. Add a stereo mix group with _no pchannels_. This will be the global "mix-in" buffer. Add whatever global effects you want (i.e. compression, reverb DMOs) and tick off "share buffer with other audiopaths" in the buffer Properties. Now add your regular (non-shared) PChannel audiopaths as per usual. However, at the end of each of their effect chains, add a "Send" effect to the mix-in buffer you created above. Why? Now you can create multiple instances of this audiopath at runtime, and manipulate it normally, &c... BUT the output of all of these audiopath instances goes through a SINGLE INSTANCE of the mix-in buffer and its DMOs. The net result is... global effects! (For some reason, you can't add a "Send" to 3D buffers. Lame!) If you want to manipulate these global effects at runtime, create an extra instance of this audiopath when loading the app so that the buffer/effects are never de-allocated. (Shucks, it would be SO COOL if "Send" worked for 3D buffers. Microsoft dudes: please add this to my wish list! In the meantime, global buses and/or mix effects are SUPER HANDY for adaptive music.) Cheers, Andrew Clark http://www.silvershard.com >Subject: [directmusic] Re: 3d processor issues >Date: Wed, 7 May 2003 12:23:54 -0400 >From: "Jason Booth" <jason@xxxxxxxxxxxxxxxx> > > > There is a significant volume difference, even if the sound is >at the listening location. Personally, I'd be fine with this if >compression worked the way it should. Right now, placing a compressor on >the 3d channels will basically cause ever sound to be compressed >individually before it's played. Since each 3d sound gets it's own audio >path (in most cases), this makes sense. However, this pretty much makes >the compressor useless, as it not only kills system performance, but >could be done in the sound files themselves. Really, there should be a >way to pipe each 3d sounds audiopath output to a master audio path which >has a compressor operating on it, so that the mix gets compressed. _________________________________________________________________ MSN 8 helps eliminate e-mail viruses. Get 2 months FREE*. http://join.msn.com/?page=features/virus