This file contains information on the current implementation of the DirectSound API. The DirectSound API can be found in the Win32 DLL dsound.dll and in the IDirectSound* interfaces. It is implemented in multimedia/dsound.c. The current implementation uses the Linux/FreeBSD OpenSoundSystem. Some applications already work. There is only the basic part of the interfaces implemented, but it is the stuff used by 90% of the applications. It also uses multithreading, so it will only work on systems with working CreateThread. Tested with SoundBlaster(16) clone and Gravis UltraSound Classic. TODO: - Add support for other audiosystems. + Sun Audio. (Solaris and probably the *BSDs except FreeBSD.) + remote audio support (No clue as to what systems there are. Use some audio xextensions?) - Add support for mixing of different frequency and panning. - Fix all the multithread pending race conditions and the like. - Share filedescriptors and other stuff with mciwave/waveoutdevice code. Gamestatus: - Wing Commander 4/W95: The intromovie plays without problems. Nearly lipsynchron. - DiscWorld 2 The sound works, but noticeable chunks are left out (from the sound and the animation). Don't know why yet. - Diablo: Sound works, but slows down the movieplayer. In the (hacked version) game the sound is positively weird. - Monkey Island 3: The background sound of the startscreen works. - WingCommander Prophecy Demo: Sound works for the intromovie.