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windows runtime - C++ WinRT - does XAudio2 support …

    https://stackoverflow.com/questions/56641186/c-winrt-does-xaudio2-support-xbox-one-platform
    XAudio2 is supported for UWP on Xbox One as well as for UWP generally. That doc note just refers to the utility code in the sample, not the XAudio2 API. The blurb is actually a little out of date because most of those Win32 functions are actually supported in UWP apps with the more recent SDKs. The use of CreateFile instead of CreateFile2 is ...

XAudio2 Introduction - Win32 apps | Microsoft Docs

    https://docs.microsoft.com/en-us/windows/win32/xaudio2/xaudio2-introduction
    XAudio2 is a low-level audio API. It provides a signal processing and mixing foundation for games that is similar to its predecessors, DirectSound and XAudio. XAudio2 is the long-awaited replacement for DirectSound. It addresses …

XAudio2 APIs - Win32 apps | Microsoft Docs

    https://docs.microsoft.com/en-us/windows/win32/xaudio2/xaudio2-apis-portal
    XAudio2 is a low-level audio API that provides signal processing and mixing foundation for developing high performance audio engines for games.

Headset.CaptureDeviceId Property …

    https://docs.microsoft.com/en-us/uwp/api/windows.gaming.input.headset.capturedeviceid
    winrt::hstring CaptureDeviceId(); public string CaptureDeviceId { get; } var string = headset.captureDeviceId; Public ReadOnly Property CaptureDeviceId As String Property Value String. The XAudio endpoint ID for the headset's audio capture device. Applies to

AudioGraph Class (Windows.Media.Audio) - Windows …

    https://docs.microsoft.com/en-us/uwp/api/Windows.Media.Audio.AudioGraph
    This class and related APIs enable you to develop audio applications more quickly and easily than the low-level COM XAudio2 APIs. For how-to guidance on using audio graphs, see Audio graphs. Get an instance of this class by calling AudioGraph.CreateAsync. The entire audio graph must operate at the same sample rate.

Visual Studio native debug visualization for C++/WinRT ...

    https://docs.microsoft.com/en-us/windows/uwp/cpp-and-winrt-apis/natvis
    Enabling natvis. Natvis is automatically on for a debug build because WINRT_NATVIS is defined when the _DEBUG symbol is defined.. Here's how to opt into it for a release build. Compile your code with the symbol WINRT_NATVIS defined. Doing so exports a WINRT_abi_val function, which provides the entry point for the debug visualizer to evaluate …

The various ways of moving between C++/WinRT and classic ...

    https://devblogs.microsoft.com/oldnewthing/20210830-00/?p=105617
    A customer had a C++/WinRT Contoso. Widget and wanted to get the raw ABI ::IUnknown* from it, so that they could pass it to Co­Set­Proxy­Blanket.Here’s one way to do it: winrt::check_hresult( CoSetProxyBlanket( reinterpret_cast<::IUnknown*>(winrt::get_abi(thing)), RPC_C_AUTHN_DEFAULT, RPC_C_AUTHZ_DEFAULT, COLE_DEFAULT_PRINCIPAL, …

XAudio2 - How to get device ID for mastering voice?

    https://social.msdn.microsoft.com/forums/windowsdesktop/en-us/4989237b-814c-4a7a-8a35-00714d36b327/xaudio2-how-to-get-device-id-for-mastering-voice
    If not, do you have any tips for making the above WinRT calls work with our existing codebase? I believe I found that for windows 7/vista, you get the device ID with IXAudio2::GetDeviceDetails(), although that is clearly not in the win8 version of xaudio. Thanks again for the help, Rich

GitHub - FNA-XNA/FAudio: FAudio - Accuracy-focused …

    https://github.com/FNA-XNA/FAudio
    This is FAudio, an XAudio reimplementation that focuses solely on developing fully accurate DirectX Audio runtime libraries for the FNA project, including XAudio2, X3DAudio, XAPO, and XACT3. Project Website: https://fna-xna.github.io/ License ------- FAudio is released under the zlib license. See LICENSE for details.

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