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date: Fri, 4 Jul 2008 14:23:15 +0100,    group: microsoft.public.win32.programmer.directx.audio        back       


[XAudio2] Mapping channel indices to speakers   
In XAudio2, does the mastering voice map channels to speakers in the order 
they appear in the header file? I can't actually find documented what the 
'meaning' of, say, the third input channel to the mastering voice is. Going 
by the order in the header, it would be the LFE for a 2.1 setup, or the back 
left for 4.0.

You need to know this if you're not using X3DAudio for matrix coefficient 
calculations (unless I missed something.)

--
Andy
date: Fri, 4 Jul 2008 14:23:15 +0100   author:   Andrew McDonald

Re: [XAudio2] Mapping channel indices to speakers   
This depends on the speaker configuration of the system for Windows, and is 
fixed on Xbox 360.

If you look at the XAudio2Sound3D sample, you'll see that it uses 
IXAudio2::GetDeviceDetails to retrieve the output devices' channel mask 
(audio.cpp, PrepareAudio), and then uses the channelmask value to interpret 
the coefficients (XAudio2Sound3D.cpp, RenderText).

-- 
-Chuck Walbourn
SDE, XNA Developer Connection

This posting is provided "AS IS" with no warrenties, and confers no rights.
date: Mon, 7 Jul 2008 12:00:13 -0700   author:   Chuck Walbourn [MSFT]

Re: [XAudio2] Mapping channel indices to speakers   
Thanks Chuck. Looks like I was on the right track, the channel order is the 
same as they're defined in the headers for each speaker config.

--
Andy


"Chuck Walbourn [MSFT]"  wrote...
> This depends on the speaker configuration of the system for Windows, and 
> is fixed on Xbox 360.
>
> If you look at the XAudio2Sound3D sample, you'll see that it uses 
> IXAudio2::GetDeviceDetails to retrieve the output devices' channel mask 
> (audio.cpp, PrepareAudio), and then uses the channelmask value to 
> interpret the coefficients (XAudio2Sound3D.cpp, RenderText).
date: Wed, 9 Jul 2008 12:33:40 +0100   author:   Andrew McDonald

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