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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).

Next page: Conclusion

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