Good, most PC games use one of a small handful of gaming engines (e.g. Unity),
and there are some higher-level audio APIs designed for use in gaming engines
(e.g. XAudio2) so there is a good chance for success.
________________________________
From: wdmaudiodev-bounce@xxxxxxxxxxxxx <wdmaudiodev-bounce@xxxxxxxxxxxxx> on
behalf of Michael Johansen <johansen.mic@xxxxxxxxx>
Sent: Friday, September 21, 2018 9:53:21 AM
To: wdmaudiodev@xxxxxxxxxxxxx
Subject: [wdmaudiodev] Re: 7.1 audio on stereo endpoint
Primarily PC games.
Michael
Den fre. 21. sep. 2018 kl. 18.02 skrev Matthew van Eerde
<dmarc-noreply@xxxxxxxxxxxxx<mailto:dmarc-noreply@xxxxxxxxxxxxx>>:
Can you share the specific applications in question? The designed approach is
to convince those applications to switch from whatever API they’re using to an
API that does the appropriate IAudioClient::IsFormatSupported calls for this to
work (e.g., Media Foundation)
________________________________
From: wdmaudiodev-bounce@xxxxxxxxxxxxx<mailto:wdmaudiodev-bounce@xxxxxxxxxxxxx>
<wdmaudiodev-bounce@xxxxxxxxxxxxx<mailto:wdmaudiodev-bounce@xxxxxxxxxxxxx>> on
behalf of Michael Johansen
<johansen.mic@xxxxxxxxx<mailto:johansen.mic@xxxxxxxxx>>
Sent: Friday, September 21, 2018 6:55:59 AM
To: wdmaudiodev@xxxxxxxxxxxxx<mailto:wdmaudiodev@xxxxxxxxxxxxx>
Subject: [wdmaudiodev] 7.1 audio on stereo endpoint
I have a customer that wants to process 7.1 sound but to a new 2.0 device that
is using Microsoft standard drivers i.e. no driver package.
They started creating an APO (SFX). I have helped them modify it so it can do
surround virtualization and it now can accept 7.1 in and send 2.0 out. No
problem.
The problem is legacy applications that use the mix format or look at the
device endpoint channel count. The question is if they want the big solution
(handling new and legacy applications) what is the best way to go?
Do they have to write their own driver for the product?
Michael Johansen
Consultant