Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
30 lines
1.3 KiB
Plaintext
30 lines
1.3 KiB
Plaintext
DirectShow Sample -- DMODemo
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----------------------------
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Description
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===========
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This sample application demonstrates how to use Microsoft DirectX Media
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Objects (DMO). It streams audio data from a WAV file through a DirectSound
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Audio Effect DMO to a DirectSound buffer.
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For DMOs which are processing data with one input and one output, where the
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media types of the input and output are the same, and the processing can be
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done in place, the IMediaObjectInPlace interface can be used. If a DMO
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supports this interface, DMODemo will call process() on this interface to
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process the data in place; otherwise, DMODemo will use methods of IMediaObject
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to process the data.
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User's Guide
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============
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The sample application includes a project workspace for Microsoft Visual
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Studio 6.0. For information on setting up your build environment, see
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"Setting Up the Build Environment" in the DirectX8 SDK documentation.
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The project file builds dmodemo.exe. The user can load wave files,
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select a DSound Audio Effect DMO, and play audio using the dialog controls.
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Notes
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=====
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For this release, the WavesReverb DMO will only accept 16-bit audio input. If you
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attempt to connect the WavesReverb DMO to an 8-bit audio source, you will see an
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error dialog describing a failure to set the input type. |