We used DirectMusic in Unreal2, and I tried running it in Vista 64 today, and ran into the issue with Script Tracks not working. Unfortunately, setting the compatibility mode to XP(SP2) didn't seem to help. Anyone have any more specifics on this issue? I see Microsoft has a hotfix (http://support.microsoft.com/kb/943253) for DirectMusic, but it appears to be timer related (and I just got a response from them saying they don't have a 64-bit version of the hotfix anyway). I also dug up the original DMP project for the Unreal2 Intro, and it exhibits the same problems there (even with compatibility mode set to XP) - the events in the Script Tracks are not getting sent. They work fine if I manually trigger them in the script editor, so it seems to be more of a Script Track issue than vb script specific. On licensing the UE3 sound engine: While I cannot speak for Epic, it seems like it would be rather difficult to extract since their tools are unified (everything depends on everything else). It uses Kismit, which uses UnrealScript, which is used for serialization, etc. So you quickly pull in the whole ball of wax. That said, they've always seemed open to creative licensing agreements, I just don't know what you'd do with just the audio portion (if you could even define clearly what that is). Aaron Leiby Original Message: From: "Jesper Kaae" <jesperkaae@xxxxxxxxxxxxx> To: directmusic@xxxxxxxxxxxxx Date: Fri, 9 Nov 2007 18:12:40 +0100 (CET) I?m having problems running my DirectMusic productions on Windows Vista, unless I run them in the Windows XP compatibility mode. Again this is probably because of the vb scripts. I have never understood and will never understand why the concept of DirectMusic had to die such a tragically death. Jesper Kaae > I glad there are some DirectMusic guys still around, thanks again for > responding. I'll have to test out the DirectMusic games that I did > that used vb scripting. BTW, this feels very familiar, Beatnik > anyone? Alas, iXMF you're are only hope. > > Does anyone know if there is a similar email subscription list for > XACT? After exploring it over the last couple of days, I'm surprised > they dropped all midi and dsl support in it. Rhythm action games > look like they might be a lot more difficult to do in XACT, but I'll > be finding out in the next few weeks whether we use XACT, or some > other audio middleware solution. > > On another note, Alexander Brandon spoke pretty highly about the > Unreal sound engine in his Mix magazine article. > > http://mixonline.com/basics/education/audio_audio_middleware_part_2/ > > Out of curiosity, has anyone licensed just the audio portion of the > Unreal engine? Do they offer such a thing? I don't have any > experience with it. > > Thanks! > > --Michael Sweet