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>
45 lines
1.2 KiB
Plaintext
45 lines
1.2 KiB
Plaintext
//-----------------------------------------------------------------------------
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//
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// Sample Name: VB Deferred Effects 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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// GM/GS® Sound Set Copyright ©1996, Roland Corporation U.S.
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//
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//-----------------------------------------------------------------------------
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Description
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===========
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The sample demonstrates:
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How to use standard effects (FX) with DirectSound and AcquireResources
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Path
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====
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Source: DXSDK\Samples\Multimedia\VBSamples\DirectSound\DefferedEffects
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Executable: DXSDK\Samples\Multimedia\VBSamples\DirectSound\Bin
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User's Guide
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============
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- make sure a sound file is loaded (can be WAV)
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- by default, no FX are enabled. try playing the sound to see what it
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orginally sounds like.
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- enable one or more FXs by adding them to the 'In use' listbox
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- Click Apply to call AcquireResources and load the effects (the listbox will now show
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you were they were allocated, ie hardware or software).
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- Hit play to hear the FX applied.
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Programming Notes
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=================
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Fill one or more DSEFFECTDESC structs, and pass them into DirectSoundSecondaryBuffer.SetFX,
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and then call AcquireResources before playing the buffer.
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