DirectSound API Reference
The DirectSound API provides a low-level interface for managing sound hardware and playing back audio on Windows. It offers fine-grained control over audio mixing, effects, and spatialization, making it a powerful tool for game development and audio-intensive applications.
Key Features and Concepts
- Sound Buffers: The core of DirectSound. You create sound buffers to hold audio data. These can be static for short sound effects or streaming for longer audio content.
- Primary Buffer: A special buffer that represents the output device itself. All other buffers are mixed into the primary buffer before being sent to the sound card.
- Secondary Buffers: Buffers created for specific sound effects or music. They can have various properties like volume, panning, and effects.
- 3D Sound: DirectSound supports positional audio, allowing you to simulate sounds originating from different points in a 3D space. This involves setting listener and sound object positions, velocities, and other acoustic properties.
- Effects: A range of audio effects can be applied to sound buffers, including reverb, chorus, distortion, and equalization.
- Hardware Acceleration: DirectSound attempts to utilize hardware acceleration for mixing and effects, reducing CPU load.
Core Interfaces
The DirectSound API is largely object-oriented, relying on COM interfaces. The most fundamental interface is:
IDirectSound8
This is the primary interface for interacting with DirectSound. You obtain it by calling DirectSoundCreate8.
Other important interfaces include:
IDirectSoundBuffer8: Represents a sound buffer.IDirectSound3DListener8: Manages the listener's position and orientation in 3D space.IDirectSound3DBuffer8: Manages the 3D properties of a sound buffer.IDirectSoundFXChorus8,IDirectSoundFXFlanger8,IDirectSoundFXGargle8,IDirectSoundFXWavesReverb8, etc.: Interfaces for applying specific audio effects.
Common Functions
Some frequently used functions include:
DirectSoundCreate8: Creates an instance of the DirectSound object.IDirectSoundBuffer8::Play: Starts playback of a sound buffer.IDirectSoundBuffer8::Stop: Stops playback of a sound buffer.IDirectSoundBuffer8::SetVolume: Sets the volume of a sound buffer.IDirectSoundBuffer8::SetPan: Sets the stereo panning of a sound buffer.IDirectSoundListener::SetOrientation: Sets the listener's orientation.IDirectSound3DBuffer8::SetPosition: Sets the 3D position of a sound source.
Example Snippet (Creating a Secondary Buffer)
IDirectSound8* pDS = NULL;
IDirectSoundBuffer8* pDsbPrimary = NULL;
IDirectSoundBuffer8* pDsbSecondary = NULL;
DSBUFFERDESC dsbd;
WAVEFORMATEX wfx;
// Initialize DirectSound
DirectSoundCreate8(NULL, &pDS, NULL);
pDS->SetCooperativeLevel(GetForegroundWindow(), DSSCL_PRIORITY);
// Set up the primary buffer description
ZeroMemory(&dsbd, sizeof(dsbd));
dsbd.dwSize = sizeof(dsbd);
dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER;
dsbd.dwBufferBytes = 0;
dsbd.lpwfxFormat = NULL;
// Create the primary buffer
pDS->CreateSoundBuffer(&dsbd, &pDsbPrimary, NULL);
// Set up the secondary buffer description
ZeroMemory(&dsbd, sizeof(dsbd));
dsbd.dwSize = sizeof(dsbd);
dsbd.dwFlags = 0; // No special flags for now
dsbd.dwBufferBytes = /* size of your audio data */;
dsbd.lpwfxFormat = &wfx; // Your WAVEFORMATEX
// Create the secondary buffer
pDS->CreateSoundBuffer(&dsbd, &pDsbSecondary, NULL);
// ... Load audio data into pDsbSecondary ...
// ... Then call pDsbSecondary->Play() ...
// Clean up
if (pDsbSecondary) pDsbSecondary->Release();
if (pDsbPrimary) pDsbPrimary->Release();
if (pDS) pDS->Release();
DirectSound is part of the legacy DirectX SDK. For modern Windows audio development, consider using the WASAPI (Windows Audio Session API), which offers more flexibility and better integration with the Windows audio subsystem.