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DirectX8 Preview
DirectX
Audio.
As
in past DirectX releases, the changes in this, and the remainder
of the API's are more evolutionary than revolutionary. The new
architecture puts the new, improved DLS2 synthesizer at the top of
the food chain. The DLS2 synthesizer creates all the sounds,
sub-mixes them and sends the result to DirectSound buffers for
further processing. The DirectSound buffer can apply audio effects
processing as well as 3-D positioning on each sound. This approach
reduces overall sound buffer usage, cpu time, and relative memory
footprint, when dealing with multiple DirectSound streams. Also
Microsoft has licensed Flange, Echo, Chorus, EQ, Distortion,
Compressor/limiting and I3DL2-compliant environmental Reverb
effects from Creative Labs. All
of these additions, and the implementation of the DLS2 synth are
also key developments that ease the use of MS's DirectMusic
Producer, turning it into a more powerful sound scripting, editing
engine.
Direct
Input.
Very
little changed with DirectInput. A streamlining of the API allows
better integration of control configuration tools within games.
Also changes for the international markets, to allow for better
integration with non-english keyed keyboards.
DirectPlay.
This
is essentially a new API. The new IDirectPlay8 API been rewritten
from the ground up for overall better network performance, and
easier streamlined implementation of networking support by
developers. It's designed to be a scaleable architecture for
massive multiplayer environments. Dedicated voice-over-ip
channels, inclusion of low and high compression rate codecs for
voice, and a new URL based addressing scheme are all features
designed to enhance play, and simplify use. This time around,
DirectPlay really looks promising. Some of the included examples
in the SDK are quite good and perform well.
DirectShow.
The
biggest change here, is not in the API itself, but in the fact
that it is now officially merged into DirectX, and no longer a
separate API, as it has been till now. Improvements are few, but
important. Improved startup performance and filter caching reduces
enumeration time. Finally, DirectShow is getting much improved DVD
support, implementing the full DVD-Annex-J command set. But the
main improvement for everyone concerned, is that DirectShow is now
officially part of the rest of DirectX, simplifying deployment,
installation, and reducing the possibilities of API conflicts.
(Anyone else that had problems in early DirectX7 with DirectDraw
overlay's and DirectShow backended DVD players can attest to the
importance of this).
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