   X3DAudio non standard speaker geometry
  Hey guys!I'm trying to create a demo application that plays sounds in 3D using X3DAudio and XAudio2 (dxsdk february 2010). Everything's fine so far but I'd like to use a non standard speaker setup. That means that some sepakers might be closer to the listener than the others and I'd like to have a top speaker as well.I suppose this could be handled by properly configuring X3DAudio with the speaker setup. But so far I was only able to set it up with some predefined configurations:X3DAudioInitialize(SPEAKER_5POINT1, X3DAUDIO_SPEED_OF_SOUND, X3dAudioHandle);...X3DAudioCalculate(X3dAudioHandle, listener, emitter, X3DAUDIO_CALCULATE_MATRIX | X3DAUDIO_CALCULATE_DOPPLER, &DSPSettings); I tried to add the top speaker or otherwise change the geometry like this:X3DAudioInitialize(SPEAKER_5POINT1 | SPEAKER_TOP_CENTER, X3DAUDIO_SPEED_OF_SOUND, X3dAudioHandle);But X3DAudio refuses to compute the speaker matrix and returns 1.0 for the first channel and 0.0 for the rest. I suppose such initialization isn't allowed.So my question is how can I let X3DAudio compute a non standard speaker geometry matrix. If it's possible at all.A workaround would be to use external library to compute the matrix. I was only able to find this one:http://sourceforge.net/projects/mffm3daudiolib/It is some 8 years old and I haven't much luck to get it to work yet. It computes something but the numbers are not correct. Of course, it might be just me using it in a wrong way.On another note, aren't the sound cards supposed to offer some kind of hardware acceleration for such computations? How can I take advantage of that?   