[directmusic] Re: Jason's compression comment

  • From: "Andrew Clark" <andrewclarkis@xxxxxxxxxxx>
  • To: directmusic@xxxxxxxxxxxxx
  • Date: Thu, 08 May 2003 09:16:00 -0400

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.

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