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Updated Adding audio to your project (markdown)
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@ -66,13 +66,6 @@ Build and run. You won't hear anything yet, but we do have XAudio2 up and runnin
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> _Troubleshooting:_ If you get the link error 'unresolved external symbol' for ``CreateFX``, ``X3DAudioInitialize``, or ``X3DAudioCalculate``, you may have incorrectly configured the x86 vs. x64 versions of the VC++ Directory library paths in the previous lesson.
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> _Troubleshooting:_ When using the debug version of XAudio 2.7 on Windows 7, you can get a break-point exception thrown even with a valid device. The debug output window message will be the following. You can safely ignore this and click "Continue".
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################################################################################
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### XAUDIO2: enginerendererconnection.cpp:334:
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### ASSERT FAILED: FramesToLeapTime(uOutputBufferFramesObtained, m_pOutputFormat, RoundUp) >= rtRequestedBufferDuration
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################################################################################
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## Technical notes
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We have an explicit destructor for Game that ensures the audio engine is suspended because of the multi-threaded nature of XAudio2 which directly uses data owned by the application for playback. This makes the code more robust as otherwise it would be very dependent on the order of destruction of _DirectX Tool Kit for Audio_ objects in our Game class.
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