Audio in Windows Vista
原帖地址:
http://forums.creative.com/creativelabs/board/message?board.id=Vista&message.id=1694
这个是一堆老外对这个帖子的讨论:
http://forums.creative.com/creativelabs/board/message?board.id=Vista&message.id=2204
这个是OpenAL 在"吹牛" ,哈哈,有空看看,估计是贬低别人,抬高自己:
http://www.openal.org/openal_vista.html
查到这篇文章是因为在gameres上看到这篇文章:
Vista将支持Creative EAX效果
最近网上谣传Vista中将不再支持很多当前的音频技术。据说是因为驱动模型的变化,Microsft去掉了音频硬件层,而只支持OpenAL音频模型。当然,这意味着过去的DirectSound 3D和EAX将很少有用武之地。
高质量音频的唯一方法就是购买X-Fi声卡。
-----------------------------------------------------------------------------
此文重点:
1.都放弃DirectSound改学OpenAL吧!
2.都去买Creative Sound Blaster X-Fi 吧!
文章正式开始:
Issues that may be encountered:Audio dropouts, distortions that only happen once in a while, constant distortions, or audio/video synchronization drift that only happens after several hours of watching movies.
Status:
Issues that may be encountered:
CMSS no longer works on audio streams from the OS.
Status:
Features based on Windows XP architecture must be rewritten to conform to the new Vista architecture, and we have a team of software engineers, project managers and testers dedicated to this task in order to provide our customers the same seamless audio experience under Windows Vista that they enjoyed under Windows XP.
Issues that may be encountered:
Could range from loss of EAX functionality in EAX enabled games to a complete game incompatibility, depending on how the game title was authored. This would only happen with games that render 3D audio using DirectSound, it should not affect games that render 3D audio using OpenAL.
(Note: There is a known bug due to a change to Vista which confuses an OpenAL component. A proper fix in progress, but a workaround is to copy c:/windows/system32/ct_oal.dll into the doom3 folder and rename it to OpenAL32.dll)
Status:
These issues cannot be addressed by the Creative audio driver, because the functionality was purposely removed by the operating system. We look forward to game titles moving away from DirectSound and toward OpenAL for fully optimized Creative 3D audio hardware and technology support.
Issues that may be encountered:
Vista itself is still in the final stages of testing, and is not yet at code-freeze. Also, the user mode audio stack is nearly 100% brand new software. As a result, there are indeed issues whose root cause is in the operating system.
Status:
We are working closely with Microsoft to alert them of any and all issues like this, and we have found them to be cooperative with us in bringing them to resolution.
New Miniport Type: Wave RT
3: Wave RT also supports the notion of a hardware generated clock notification event, similar to the ASIO API, so that applications need not poll for current position if they don’t want to.
Wave RT is the new standard, but WavePCI and WaveCyclic are still supported
Audio in Windows Vista (2)
The similarities start and end at the kernel miniport level. After that, everything changes.
The other blocks represent various points where some form of host based audio processing happens (sample rate conversion, mixing, effects). Host based processing modules are also referred to as Audio Processing Objects, or APOs. The above link has more details on the meaning of the other acronyms.
In this model, nearly all blocks in the picture above run in user space. The only portion of this architecture that runs in kernel mode is represented by the single block called “Audio Driver”, and it contains only a minimal amount of Microsoft code. It contains only the Microsoft “Port Class” Driver, the Vendor “Miniport” driver and Vendor Hardware Abstraction Layer portions depicted in the XP driver architecture diagram. Note that the Windows “Kernel Mixer” (or kMixer) is completely gone.
Changes to Direct Sound and MME implementation
Reasons for Change
Audio in Windows Vista (3)
kMixer dependency issues
Note that DirectSound implementation is circled in red:
Game Audio Issues
Creative supported hardware acceleration for Gaming and Music CreationThe good news here is that, as depicted above, Vista still permits proprietary user mode to kernel mode driver stacks, which means that Creative products may continue to support non Microsoft driver models and technologies such as
OpenAL (http://www.openal.org) for 3D gaming,
SoundFont Management System (http://www.soundfont.com)
ASIO (http://www.steinberg.net) for audio content creation.
As was the case in Windows XP, these audio interfaces will continue to be thin pedal-to-the-metal APIs that allow user mode applications to access hardware features directly.
OpenAL - the key to optimum audio for gaming in Windows VistaOpenAL continues to be the most widely used API for optimum 3D sound in PC gaming and the direct to hardware path offered by this API is the only way to access the hardware accelerated audio processing offered by cards in the Sound Blaster range.
Combined with Creative’s high precision SRC technology, patented 3D audio spatialization and EAX technology, multi-channel / multi-speaker rendering, EAX 5.0 DSP effects, Crystalizer and CMSS technology, Creative’s Sound Blaster X-Fi continues to be THE ultimate audio solution for Windows gaming.
While the Microsoft architecture works very well for simple multimedia applications such as music listening and moving watching, these technologies will continue to offer optimal performance with minimal CPU impact in gaming and music creation applications for years to come.
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