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>
39 lines
1.2 KiB
Plaintext
39 lines
1.2 KiB
Plaintext
//-----------------------------------------------------------------------------
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//
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// Sample Name: SoundFx 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 SoundFx sample shows how to use standard effects with DirectSound and
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how to manipulate FX parameters. It is similar to the AudioFX sample
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but does not use an audiopath.
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Path
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====
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Source: DXSDK\Samples\Multimedia\DirectSound\SoundFx
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Executable: DXSDK\Samples\Multimedia\DirectSound\Bin
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User's Guide
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============
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Load a sound file. Enable one or more FXs by checking the checkboxes on the
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left, under the column "Enable". Click Play to hear the effects applied.
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Adjust parameters for any FX by using the frame on the right.
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Choose which effect to adjust by choosing an option under the "Adjust"
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column on the left. If you are adjusting parametesr for an active
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FX while sound is playing, you will hearing the difference immediately.
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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 with a
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single fixed DirectSound effect, see the AmplitudeModulate sample.
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