Fundamentals of Audio and Video Programming for Games (Pro-Developer)
The fun side of this chapter involved getting a sample to work that involved mixing sounds.
The serious side of this chapter covered setting up the development environment, installing DirectX, and using and modifying the utility code that comes with it. It also described the importance of timing, the difference between a sound and a sound buffer, and the explanation of the code used by the High5 sample.
Although we used the High5 sample in this chapter to introduce some concepts, for most applications, you will require the modifications to the utility code provided in later chapters. Not until you reach Chapter 8 will the full audio framework that we are describing be fully pieced together.