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>
41 lines
1.4 KiB
Plaintext
41 lines
1.4 KiB
Plaintext
//-----------------------------------------------------------------------------
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//
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// Sample Name: VoiceManagement Sample
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//
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// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
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//
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//-----------------------------------------------------------------------------
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Description
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===========
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The VoiceManagement sample shows how to implement dynamic voice management
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when creating DirectSound secondary buffers.
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Path
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====
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Source: DXSDK\Samples\Multimedia\DSound\VoiceManagement
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Executable: DXSDK\Samples\Multimedia\DSound\Bin
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User's Guide
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============
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Load a wave file by clicking Sound File. Select Voice Allocation Flags,
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Buffer Priority, and Voice Management Flags options. Note that the effect
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of the selected options is described under Expected Behavior. Create the
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buffer and play the sound by clicking Play.
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Programming Notes
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=================
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For a simpler example of how to setup a DirectSound buffer without
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voice management flags, see the PlaySound sample.
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To use voice management flags, the buffer must be created using
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DSBCAPS_LOCDEFER otherwise DirectSound will not be able to dynamically
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place the buffer in either hardware or software at runtime.
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When playing the buffer just call IDirectSoundBuffer::Play with a
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valid combination of voice management flags. Run the sample to observe
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the expected result of any combination of flags.
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