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Client/Library/dxx8/samples/Multimedia/VBSamples/DirectSound/DeferredEffects/readme.txt
LGram16 e067522598 Initial commit: ROW Client source code
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

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//-----------------------------------------------------------------------------
//
// Sample Name: VB Deferred Effects Sample
//
// Copyright (C) 1999-2001 Microsoft Corporation. All rights reserved.
//
// GM/GS® Sound Set Copyright ©1996, Roland Corporation U.S.
//
//-----------------------------------------------------------------------------
Description
===========
The sample demonstrates:
How to use standard effects (FX) with DirectSound and AcquireResources
Path
====
Source: DXSDK\Samples\Multimedia\VBSamples\DirectSound\DefferedEffects
Executable: DXSDK\Samples\Multimedia\VBSamples\DirectSound\Bin
User's Guide
============
- make sure a sound file is loaded (can be WAV)
- by default, no FX are enabled. try playing the sound to see what it
orginally sounds like.
- enable one or more FXs by adding them to the 'In use' listbox
- Click Apply to call AcquireResources and load the effects (the listbox will now show
you were they were allocated, ie hardware or software).
- Hit play to hear the FX applied.
Programming Notes
=================
Fill one or more DSEFFECTDESC structs, and pass them into DirectSoundSecondaryBuffer.SetFX,
and then call AcquireResources before playing the buffer.